Paulo Cezarino's Recent Forum Activity

  • Hello, guys!

    My name is Paulo Cezarino. I work as a freelance graphic designer and illustrator, and I'm a great shmup fan. I'm presenting this project I've been working on my free time:

    Winstratos is a high speed shmup, designed for both hardcore and casual players. I've been carefully tuning the controls, so I hope anyone can play it!

    The game

    Winstratos, like many shmups, was greatly inspired by the classics: R-Type, Gradius, RayForce and many others. You choose a difficulty (from casual to hardcore, changing parameters like bullet speed and amount of enemies), a ship and blast through six to eight stages, each with its own boss at the end. After each boss, you unlock additional weapons, which I'll cover on the future!

    But wait, only six to eight stages? Not really. Due to the nature of the game, you indeed won't need much time to finish a playthrough. Whoever, I'm taking the Star Fox and Darius approach, so expect a lot of alternate paths (and by this I mean completely different stages). Combined with the all the unlocking and goals, I'm expecting plenty of replay.

    Graphics

    Mostly digital painting, runs on 1080p. Thanks to R0J0hound for the mode7 effect! :­)

    I felt like making an arcade game on the 90's. Hope you guys like it :­)

    And that's it! I'll be updating this topic with more info. Feel free to comment and ask any questions, and expect a playable demo very soon!

    Winstratos on:

    Twitter

    Facebook

    Tumblr

    (Still working on them!)

    Thanks! :­)

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  • Didn't know this one, thanks! :­)

  • No need for all this! You should use only one collision box.

    The manual says that because changing the box too much may cause issues like going through walls and that messes all the engine, but you can make it in a controlled way.

    What I do is:

    Make two animations for the collision box, one used for all sprite animations, and a shorter one for crouching and sliding. Make sure the origin is perfectly positioned so the box won't move when you change animations. I also think the best shape for it is a perfect rectangle.

    Let the player crouch without limitations, but whenever your character gets up, there's a condition checking if its overlapping the tilemaps. I can be done this way:

    -If player is not holding the crouch buttom: change the collision box animation to standing

    -Collision box is overlapping tilemap: change the collision box animation back to crouching

    There's no problem in forcing the animation to stand even when there's the possibility of it going through walls, as long as you change it to it's original state when it does. It's a good way for checking. :­)

  • > You used the wrong condition. It's pick random instance.

    >

    What do you mean? I want to remove 20 random instances. Code says that remove instance 0 every time.. isn't this right?

    It's almost right. Construct 2 does not update the instance's number until the end of the loop. So, inside the loop, after instance 0 is destroyed, there will be no instance 0 until the next event.

    Edit: My bad! korbaach already addressed the issue. Turns out I was having the same bug on my game but I never counted the instances too... thanks, man! :­)

  • You used the wrong condition. It's pick random instance.

  • You should put the conditions in that exactly order, or else it will not work.

  • You may be using the loopindex action in the wrong place. Also, If, I remember correctly, if you use several loops on the condition box (for each included), loopindex will always return the last one.

  • You may use an array to store the object's position. There are plenty of tutorials with files explaining the process, it's on the main page. Search for record or rewind. :­)

  • Hello there!

  • Sorry, I didn't understand :­(

    superwifibattler

    I'm trying to make a game for desktop, so I think it would look more professional to be able to change the computer resolution since it slows down on older computers using higher resolutions.

    As for the mouse, thanks for the example! But there's still this problem you pointed on your second post!

    Thanks for the replies guys! :­)

  • Hello!

    I noticed there's no way to change neither mouse cursor position nor the computer resolution. Since my game would really need those features, is it possible to make them available through plugins?

    Thanks!

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Paulo Cezarino

Member since 10 Sep, 2012

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