sean080's Recent Forum Activity

  • Here is a demo of a game I am currently working on - Killer Kim (and the blood arena). It is still early and may have some odd bugs but it is currently playable. This includes the first three rooms, when you've faced off against four of the 'heavy' guys you've reached the end of the demo.

    What's planned for the future:

    -Short term

    A full intro that sets up the story

    At least 20 unique rooms to fight through with different backgrounds, traps, and surprises

    Three additional enemy types for a total of six enemies

    An end boss battle that leads to a player decision to experience three different endings

    Gamepad support

    -Long term

    Upwards of 100 rooms and different branching paths up to the player's choice

    Power ups and different weapons that the player can swap out

    at least a dozen different enemy types

    Multiple boss battles

    Two player support for the main game and a deathmatch mode for up to four players

    **This is a work in progress so any feedback is greatly appreciated**

    Scirra arcade link: https://www.scirra.com/arcade/action-ga ... -011-23038

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  • That makes sense, I'll keep that in mind, thanks!

  • I probably am using the "trigger once if true" wrong somewhere, the problem I was having was (all the same enemy type btw) if I killed two enemy at the same time it would register only once giving an inaccurate count.

    Your "pick" solution actually works great so thanks for that.

  • This seems like it would be something simple to do but maybe I'm approaching it the wrong way.

    I'd like for my game to track how many enemies are killed in a given room in order to clear it and open a door to proceed into the next room.

    Right now I have it so that when when an enemies health reaches 0 they are set to boolean "dead" = true and 1 is added to global variable "areaclear".

    I want it so when "areaclear" reaches say 10 for example this triggers a door to open and the player can move onto the next area.

    My problem is once an enemies health reaches 0 it triggers the add 1 to global variable 60+ times.

    I've tried using the 'trigger once if true' and also adding an action immediately after adding to the global variable to set the health to -1. I've also variations of this with a boolean check for "dead". None are working properly for me.

    Advice?

  • dop2000

    Thanks, that would have driven me crazy for sure. Thanks for the asset tip as well, that never even crossed my mind.

  • I found this tutorial on how to get 'Zelda' style movement for the camera.

    https://static3.scirra.net/uploads/arti ... croll.capx

    Which is great and exactly what I was looking for, but when trying to use it with my own layout I'm having trouble getting it to line up. The code is a bit complex for me so I'm not sure what exactly to adjust on the code or my layout. Here is a capx of my project.

    https://www.dropbox.com/s/kogv9mhzzsiz2 ... .capx?dl=0

    Any advice is appreciated.

  • Very cool. Thanks for taking the time to do that brunopalermo.

  • Perfect. Thank you dop2000.

  • Yes, here is a capx highlighting the part I'm working on.

    https://www.dropbox.com/s/5ubpw0l5vp7ce ... .capx?dl=0

  • brunopalermo

    Thank you, I had never considered something like having an enemy have a skill level and even learning and improving as the game goes on. I will definitely be using this.

    dop2000

    Thanks for both examples. I really like the complex one, that is going to come in very handy.

    I have one problem though and it's probably something very simple about angles that I'm overlooking. Here's what I'm using below:

    When I have 'enemybullet's behavior at 'set angle=no' the bullets shoot out with the random cone just how I want it but not towards the player.

    When 'set angle=yes' the bullets shoot toward the player but it ignores the set bullet angle action and the shots remain in a straight line.

    What am I doing wrong here?

  • I currently have an enemy that always faces toward the player and shoots a burst of bullets every so often. This works ok but I would like to add some variety and randomness in the bullets to make it more interesting. I'm seeking advice on what would be the best way to do this.

  • An elegant solution, thanks again dop2000.

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sean080

Member since 1 Dec, 2012

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