transient's Recent Forum Activity

  • So, I love that there is a persist feature and it's come in quite handy for an object in my game (bonuses you can pick up scattered through the levels.) The problem i'm running into is, I want the bonuses to remain persistent while the game is going but on game over when the game restarts I need the objects to re-appear. Is there a way to reset the state of a persistent object and thereby restore all the bonuses on game over? If not, I'd love to see an option within objects with the persist behaviour like 'Reset State'.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Updated video:

    Here's some footage demonstrating the new combo system. Each raimbro will score progressively larger for each Youfo it hits. 1st is 1, 2nd is 2, 3rd is 4, 4th is 8, 5th is 16, 6th is 32, and 7th is 64. When you make a 7 hit combo your 'Trueform' emerges and comes towards you. When it hits you it surrounds you and makes you invincible to the Youfos for a period of time. Also shown here is a bit of the final boss intervention. Quite a few changes have been made to that since the last time I showed it in video form (and I just added new music ((that doesn't loop correctly but i'll fix that )))

  • worked like a charm! thanks again!

  • many thanks newt, i will give this a try later!

  • Well, i've spent several hours trying to work out a particular combo system i'm envisioning with no luck. I'm wondering perhaps if anyone here can offer me any insight as to whether this is possible or not.

    Basically, I want to have an object created (let's call it a bullet) and have the bullet individually tracked from creation to destroy. Like, I shoot the bullet (it's created), the bullet hits target one (a particle with one pops up above the target), the same bullet hits target two (a particle with two pops up above the second target), the same bullet hits target three (a particle with three pops up above the third target) and so on. until the bullet is off screen or destroyed. now, i can kinda envision this if there is just one bullet at a time, but in my case, there could be say 25 on screen at a time. my intention is to create a more dynamic scoring system where the first hit is 1, 2nd is 2, 3rd is 4, 5th is 8, 6th is 16, & so on. is there anyway for me to track each bullet individually? or am i wasting my time in pursuing this?

    thanks in advance!

  • Wow... Very interesting artstyle! Gives you a warm fuzzy feeling

    Look forward to potential demo or release!

    Thanks man

    It's... mesmerizing and unique... Feels disturbingly addictive. And I want to turn away from it and play it at the same time.

    hehe thanks for the input!

    Wow, this looks really unique! Is the artwork all yours? It looks like Monty Python on an acid trip

    From the video it definitely looks like the gameplay and controls need some tightening, but once you've done that I think you'll have a rad game. Be sure to post something playable as soon as you can, I'd dig to get some hands-on time with this.

    Are you a professional musician? I had a look through your website and YouTube channel and it appears as though you're into some visual FX as well. I'm guessing game development seemed like logical extension of your abilities.

    many thanks! yup, the artwork is mine. and yes & no to the professional musician thing. i've been doing art and music for over 20 years now, but it's a hobbyist kinda thing (as in, it's not my profession, because it's not what i do to support myself.) not to spam, but since ya asked, here's my latest if you'd like to check some out (free download) http://www.phonocake.org/CHIQUESALUNGA

    and it's funny you also mention monty python, your about the 5th person now who has said that not that i take it as a bad thing (i was a huge python fan when i was younger) but it certainly wasn't anything i intended hehe

    and yes, i kinda had an aha moment when i first started playing with c2. i downloaded it on a whim just to see what it was, played around and reached the 100 event limit fairly quickly (in fact this game is the result of that initial playing around) and purchased it and haven't looked back since. i kinda feel like this is the 'meta' skill that combines all my other disparate skills together (art, music, sound design, electronics etc.) easily the most challenging and satisfying creative experience of my life (and i've had quite a few.)

    and i'll most definitely post up the results when i wrap things up. for now i'm planning on desktop release (win/linux/mac) as a free download.

    thanks again guys for the feedback. i appreciate it.

    ps- this video is now officially outdated as i've been working pretty much non-stop on it since then. i'll post up something fresh sometime in the future!

  • Description : The adventures of a star called down to earth to resolve a brewing conflict. Plagued by youfos and looms it sets out to spread happiness throughout the lands. Armed with the power of the raimbro which has been developed through meditation the stars presence leaves nothing untouched. 'And So the Game Has Gone' is a vibrant and imaginative platformer set in a twisting and undulating world of color. Spread Happiness! Harass Birds! Discover hidden art galleries! Shoot raimbros! Be the 8-pointed star.

    Video 1 (10 minutes of gameplay April 2014):

    Another vid of updated gameplay footage from my game i've been working on for the past couple years. I'm starting to wrap things up a bit on my end. My main focuses now are tightening up the gameplay mechanics and enhancing the graphical presentation and the artwork. i'd say a few more months! i've decided to only do 4 zones (4 zones, 4 bonus zones) one for each track of my album this is based on 'fascinating earthbound objects - and so the game has gone the game'. instead, in the future i'll release new episodes of this when new 'fascinating earthbound objects' albums/ep come out (each release will always have a corresponding video game version) which will extend the gameplay a bit. perhaps in the future when i have 4 or 5 of these under my belt i'll combine them all into a larger game. who knows.

    so the big difference other than a lot of graphic and gameplay tweaks in the newest vid here is the inclusion of an in game tutorial/story thing happening at the beginning. previously in the alphas i've uploaded to various places i don't think anyone understood the controls or what exactly they were supposed to be doing and i didn't do a very good job of explaining it in the game. so hopefully the tutorial addresses that and at least gives the player a little more sense of what's going on. also, i've given f.e.o. (fascinating earthbound object) the main character a bit of a backstory of how he got into this situation and introduced a new character (Swamit) who explains it. Well... enough yapping from me, enjoy the video!

    Video 2 (New Combo System) May 2014:

    Here's some footage demonstrating the new combo system. Each raimbro will score progressively larger for each Youfo it hits. 1st is 1, 2nd is 2, 3rd is 4, 4th is 8, 5th is 16, 6th is 32, and 7th is 64. When you make a 7 hit combo your 'Trueform' emerges and comes towards you. When it hits you it surrounds you and makes you invincible to the Youfos for a period of time. Also shown here is a bit of the final boss intervention. Quite a few changes have been made to that since the last time I showed it in video form (and I just added new music ((that doesn't loop correctly but i'll fix that )))

  • Geometric Visualizer Toy hits 1.0 and becomes Geometric Visualizer Tool!

    on Chrome Web Store (as a free extension)

    https://chrome.google.com/webstore/detail/edcecfhcjihlemgnlgdolombnfhoblok/

    or Newgrounds

    http://www.newgrounds.com/portal/view/637037

    Video Demo:

    Geometric Visualizer Tool (GVT) is an entertaining geometry playground. Spawn 3 to 16 shapes (3 circles in various thicknesses and 6 other geometrically interesting patterns) in evenly distributed angles and watch the magic of math happen. Visually see the basic to complex shapes emerge as you progress deeper into the numbers. Control the Speed, Timeout, Growth Rate, Spawn Rate, Size, Rotation, Time Scale, and Gravity of the created shapes with your keyboard or the touchscreen controls. A number of graphical effects can be applied one or more at a time (like Warps and Pulses) and all effect parameters randomize with a touch or tap. Also includes a ColorMode (with a seperate set of effects) which delves more into the territory of screensaver or VJ tool. Lastly, a one shot mode is available for single blasts of 1 to 16 circles and larger blasts of 32,64,128, and 256 circles. All instructions are on screen and touchscreen controls can be brought by tapping the circle in the top right of the screen. ENJOY!

    New in v1.0

    Geometric Visualizer Toy' becomes 'Geometric Visualizer Tool'. Switch between 3-16 segments. One shot mode. Various tweaks. Changed shape 5. Time Scale and Rotation added.

  • Now with Touchscreen Controls!

    New in v0.9

    Touchscreen controls. Hit T on the keyboard to bring them up on screen or touch/click the touch right corner of the window. Top left corner hides text.

  • New in v0.5

    Doubled circle resolution. Made circle thinner. Cleaned up the UI. Replaced 'Glow' effect in WebGL menu with 'Dotted'. Modified behaviour of 'Pulse' and 'Warp' effects. Increased framerate.

    New in v0.6

    Added Randomize all parameters (SPACE BAR) Cleaned up UI (New fonts) Added WebGL effects in ColorMode. (1 - polar invert, 2 - polka dot, 3 - dotted, 4 - warp, 5 - pulse)

    New in v0.7

    Switch between three different circle thicknesses and 5 other geometrically interesting shapes (z key cycles through them) All 5 WebGl effects can now be run simultaneously. 6 Key turns off all effects. Keys X/C/V/B/N randomize effect 1/2/3/4/5 respectively. UI Clean up, fixed Webfonts. (P Key now toggles positive/negative state) (F Key now brings up ColorMode)

    New in v0.8

    Version 8 sees a switch from 6 circles to 8 circles. All circles (and other objects) now originate from the exact center of the screen. On screen display of Speed, Time, Growth, and Size. Added a 2 second delay for the previous particle to destroy when switching shapes (no more blank screen between) Modified the initial Speed, Time, Growth, Size of each shape to produce more interesting results when switching. 0.85 M Key now switches between 8 or 16 segments (16 segments takes twice the processing power, only recommended for faster PCs) 0.875 ,/. Keys now increase/decrease gravity. (gravity count added to display) Shift Key initiates Chaos. +Random enhancements to Colormode.

    Updated to v0.8 in the Scirra Arcade.

    http://www.scirra.com/arcade/addicting- ... alizer-toy

    this is probably the last update i'll put in the arcade due to the 800 width limitation.

  • Fear and loathing in Construct2^^

    hehehe

  • ..New in V0.2

    Hit the 'N/P' key to switch to negative or positive mode. (White/Black)/(Black/White) (P Key Toggles back and forth since v0.7)

    New in V0.3

    Hit 'C' to enter Color Mode. Use the Q/E Keys to increase and decrease the speed. (Entering ColorMode is F Key since V0.7)

    Added WebGL effects (if you have a WebGL capable browser) Hit 'G' to bring up the WebGL menu.

    New in v0.4

    HypnoMode. Press 7 or 8 to enable/disable spirals. Once in hypno mode [/] keys control the speed of rotation for spiral 1 (7 key) and 0/9 keys control spiral 2 (8 key)

transient's avatar

transient

Member since 19 Jan, 2013

Twitter
transient has 5 followers

Trophy Case

  • 11-Year Club
  • x2
    Popular Game One of your games has over 1,000 players
  • Email Verified

Progress

13/44
How to earn trophies