Pixel perfick's Recent Forum Activity

  • I think you have managed to capture that 1990's arcade feel very well indeed...great character and animation,with that learn by error learning curve....

    The fact it's such a personal game could detract a little...but only to anyone who isn't called Maddi,I suppose!

  • Wrangler your game has the same ooky perspective as mine...I wasn't 100% sure if it worked visually,but yours has convinced me it does,Dungeon buster is looking mighty fine there!

  • In answer to your initial post:

    "How do people know how to model the legs and arms?"

    They know because they have either a natural talent for it,or more likely,they have practiced and learned their animation skills.

  • Lol...that is one mad game...well done!

    I think it would work better with standard 8 direction control though...

    As the asteroids style rotate and thrust can make it a bit frustrating...

    The harder difficulties are just crushing!!!

  • I can't believe some of the above...with the free version,You get a fully functional game development tool.....For free!!....

    And the personal licence allows you to earn ?5000,if you want it for commercial use....that is a steal...

    Is the fact that you think the full version is too expensive,that feature wise,there is not enough difference, between the personal and free version maybe?...

    If so that makes me wonder if the free version is over featured for the price....

  • bit difficult to know exactly what you need but...

    depending on if your player is changing angle with the controls or its an animation

    player is on screen.....set bullet to player.angle degrees

    player fires bullet

    trigger once

    or

    player compare animation frame is 1,2,3....set bullet angle accordingly

    and when mirrored simply

    player is mirrored...set bullet angle to direction you want...

    does that help?....

  • Glad you got it working,happy to help!

  • A good way is use delta time to set your "waits" and "stuns"

    set your enemy/enemies an instance variable,lets call it "pause"

    enemy variable "pause" equal to 0......do enemy stuff (normal behaviour so have it set at that to begin)(start movement)

    ok now if your enemy is hit

    enemy on collision with player shot....set variable "pause" to 1(stop movement)

    enemy fires for first time>...set variable "pause" to 3(stop movement)

    enemy "pause" equals 2>.....fire second shot(stop movement)

    now this is the waiting bit

    eneny variable pause is greater than 0...enemy subtract 0.5*dt from "pause"

    because after firing it is set to 3 it will cout down creating a pause then hit 2 and fire again

    using bullet behaviour just set the bullet speed to 0 to stop and back to default when you want movement again...

    You can play about with the 0.5*dt and numbers to set your wait time.

    hope that helps...ps: using wait is not the best way as i think you realised....

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  • Semo this is a great game considering it's your first!

    I like your attention to detail,and it's clear you have put a lot of thought and effort into this,the menus,weapon systems and alerts are all very well done.

    I think the features you have planned,would make this a game something pretty special.

  • As far as I'm aware the assets are legal to use commercially when you have a licence...(upholding your licence conditions of course)as long as you use C2 and not another program to create your game...I would assume that editing or adapting them would not be a problem based on this.

  • Check this tutorial by squiddster it may be useful!

    scirra.com/tutorials/273/how-to-make-a-gravity-based-platformer

  • The only way I can see to get what you want is a system like Flashback...where an animation has to get to a certain frame before an action can be performed by the player....looks great but there is a downside...

    animation is playing............play stop animation

    animation frame=30

    no player input

    animation is playing............play jump animation

    animation frame=ready to jump

    player presses button

    You would really have to think about level design,for timing of jumps ect as it limits the player window of control and that can be frustrating....

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Pixel perfick

Member since 18 Nov, 2012

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