lolpaca's Recent Forum Activity

  • This looks amazing, keep it up dude

  • Just wondering, I have several particle effects set to 'continuous spray' and pinned to my sprite, so I can turn them on and off by toggling their visibility. Does they still use up the same memory when invisible? It's not a performance issue at the moment but I wanted to know if I'll take a hit by adding more and more of these.

  • Windwalker Thanks! That means a lot, big fan of the atmosphere of Heretic and Hexen (especially that music ). I've already set up a tumblr for the devblog, I'm thinking of starting it once I've got the nuts and bolts sorted and I can really start getting down to the meaty meaty game bits.

  • Not that I know of, all that's quite complicated to do, though definitely possible.

  • What do you mean? Like a random dungeon generator?

  • Quite a big update, this! First of all, I've got rid of the melee attack completely, so now you just mine by pushing up against the walls, and instead of swinging your pickaxe you have a ranged attack. I've also switched the controls so WASD is now move, arrow keys shoot - I've gone back to playing The Binding of Isaac lately which was a big inspiration for this game, and I noticed that's how it's laid out in that and it does feel more natural.

    So now you can throw rocks about the place - you won't be doing that forever though as it's just your default attack. As you can tell from the new UI icons, you'll soon be able to equip a variety of magic rings to shoot spells, buff you up and other things. Loot's the next big thing on the agenda for me, and I'm possibly going to tackle the inventory system after that <img src="{SMILIES_PATH}/icon_e_confused.gif" alt=":?" title="Confused">

    Anyhoo, I'm pretty happy with how it's all going at the moment! This update's definitely taken it a big step closer to feeling like the game I want to make.

    Did I mention the floating skulls of doom? <img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil">

    https://dl.dropboxusercontent.com/u/106 ... index.html

  • Yep, this is happening with my project too.

  • I've just had this as well. Only happens with a specific couple of sprites, they look like they've shifted one pixel away. Looks fine in the preview and only shows up when you export. Latest update maybe?

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  • Great stuff! Love your first one eli0s, I can imagine using that effect for cutscenes in an RPG or something.

  • Nice one

  • I don't think it's a bug in Construct, if that's what you mean... it's almost certainly something in your events, just check and recheck them and you'll find it. It might help to read up on events and stuff and make sure you're understanding what all your conditions and whatnot are doing.

    https://www.scirra.com/tutorials/292/gu ... t-features

  • Add a Boolean ("Reloading" or something). Then, in your player shooting event, add the condition "Player is not Reloading". In the actions for that event, set Reloading to True at the top, then at the bottom add "Wait 5 seconds" (or whatever) and Set Reloading to False. Actions trigger in order from top to bottom so that should work

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lolpaca

Member since 28 Feb, 2013

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