Ahr Ech's Recent Forum Activity

  • mudmask

    Niiiiice, awesome work!

  • Thanks guys!

    Folding some old concepts into one concept, with procedurally generated exploration and terrain (SOME of it's even destructible).

    This looks promising! Is that room-based generation like Spelunky, or...?

  • Oh no, I've been neglecting this thread again! Here's some more Pepper Grinder stuff.

  • Oh, sorry , I was mostly responding to irbis and building on what you said.

  • >

    > Holy cow, look at those game's numbers and quality! <img src="{SMILIES_PATH}/icon_e_surprised.gif" alt=":o" title="Surprised">

    > https://www.yoyogames.com/showcase

    >

    > And then you go back to Construct2's games showcase, 4 years in making...

    > https://www.scirra.com/

    >

    > Makes you think eh?

    >

    The level of coding you need to know to reach those results on GameMaker is HUGE! Most of them are probably made by expert coders who know how to make external dll files and so on.

    I haven't seen much from GM that couldn't be achieved in C2. There just haven't been as many games of that quality that have actually been finished with C2 because the user base is much smaller and more focused on mobile. (And yeah, export problems. C2 is worthless if you want to release on consoles, which is a big target for that kind of project) But it can still easily produce games of that quality.

  • I guess you might be able to do that with a really convoluted string, but yeah, you definitely want to store all that in an array instead. It'll be way easier to work with.

  • Your project looks awesome is that for mobile?

    Nah, I'm targeting PC. Mobile has a lot of extra headaches I don't want to deal with.

  • Thanks all!

    Looks really great!

    I wonder how you shaped the rocks and the sand? Those aren't all individual sprites, are they? And how did you give the rocks texture?

    The rock and sand are both their own Tilemaps. For the texture I just have a Tiled Background object with the Overlay effect applied to it. And the layer it shares with the Tilemaps is set to Force Own Texture. This effectively masks out the empty space just like the Source Atop blend mode would.

    RookieDev

    Dude, I love that frog house. I wanna live in there so bad.

  • more stuff

    TELLES0808 Thanks!

  • TELLES0808

    Spawning sprites with Fade behavior and aligned to the moving direction.

    https://www.dropbox.com/s/5nqiomh98hgca95/DIG.capx?dl=0

    Close! It's actually two layers of sprites. Larger ones in back with one color and smaller ones in front with another color. That way you get the outline without it overlapping the previous piece of tunnel.

    And no animations or anything, I just set the sprite's scale based on it's own alpha value and let the fade behavior do the rest.

    And nice water!

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  • Thanks all!

    AceWay

    ahr it looks STUNNING. Could you give some insight on how that digging in the sand works? I am really curious about that.

    I have a bullet behavior on the drill and anglelerp it in the direction the player is pressing when it's underground. Then when it emerges I just add gravity and take control away until it hits something and drill mode is cancelled.

    Joannesalfa Neat! I've never looked into altering tilemaps at runtime, is that controlled with an array?

  • Looking good everybody!

    Been working on a platformer inspired by a weird combination of Dig Dug and Ecco the Dolphin. I don't have a title yet.

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Ahr Ech

Member since 8 Jan, 2013

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