mrtumbles's Recent Forum Activity

  • A friend of mine is internet-less at the moment - I showed him Construct 2 and he handed back the pile of DVDs and books I'd lent him and asked me to put it on a stick for him. Gladly did. It speaks for itself quite nicely doesn't it?

  • Yeah I've already dropped the glow for performance reasons. Plus you're right, it made it hard to read. Spent so long staring at the thing I can hardly see it now!

    Just rebuilding for efficiency at the moment. Adding a randomly-generated bad-guy complicated things greatly, so I've had to reverse-engineer some dodgy late-night work from a few days back.

  • As I've now iterated twice, it's a tech demo, alpha, a WIP.

    I'll be updating that address as I add new functionalities. Next on the list is an enemy to destroy - and after that an enemy that'll fight back, and after that an XP system, and after that a skills and levelling system, and questing in a randomly-generated universe (roguelike) having semi-turn-based battle (JRPG) and doing quests. I'm just sharing what I have of my creation so far, that's all :)

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  • Particles subject to performance atm - the iPad can't handle them, so they might have to be sacrificed on mobile devices - I set them up as a group of functions so could just have a simple enable group action on mobile devices, else disable it. What'd be handy at the moment is to know that other's computers can run it... what sort of FPS did you get?

    Like I said, just a tech demo for the physicsy stuff at the moment. I've mostly just been building the behaviours for each of the attachments. This very moment I'm working on randomly generated enemies (I'll upload another link when there's a fight to be had!). After that I'll be working on an experience and skills system, which'll be fed by the battles. Then I'll work on creating an overworld view, where you'll navigate the ship to different locations, approach other ships/planets/stations for other kinds of interaction.

    That's the plan at least. Not sure if this is pushing the boundaries of C2...

  • Hallo everyone! I've been working on something for a fair few days now, just tweaking odds and ends and developing this idea as I learn C2. What I'm posting here is basically a tech demo designed to explore projectiles, spacey-physics and basic AI functionalities like navigation. Let me know what you think, and if anyone's got any questions on how I achieved anything here (I'm still wondering myself...) just ask! :)

    verymuchatest.site50.net/0004

  • Funnily enough, I bought this issue of PCG specifically for this article (and the extensive Minecraft interviews in the same issue). It led me to the internet, where I rediscovered AGS, RPG2K and Game Maker. All of which seemed fairly rubbish. But when Googling stuff on each of them, I always came across links to stuff about C2. Which is why I'm here. So it might not have mentioned it directly - but I'll bet there are people out there who've ended up with C2 purely because the alternatives that PCG list are all needlessly complex.

    Also: EncryptedCow: I love AirScape - delightfully whimsical, I like how it plays with the fourth wall as well. Almost as much as I love the pedantry in describing it as 'addicting' rather than 'addictive'. Well done.

    (And with that, I joined in on the C2 forums.)

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mrtumbles

Member since 1 Jan, 2013

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