Excal's Recent Forum Activity

  • I suppose it's nice if I clarify exactly why I want to do this.

    I want my player sprite to show the correct thrusters for moving right and left. What I have works for moving forward and backward, regardless of orientation, but it's the left and right (strafing) movement that isn't working out for me.

    <img src="http://i.imgur.com/xunS0zV.png" border="0" />

  • Here's the solution philx gave me: MultipleTouch.capx

    Here's some screenshots of what's working for me now. When you touch the screen, an analog joystick appears. Maximum of two analog joysticks; one per side.

    <img src="http://i.imgur.com/vOnrTrB.png" border="0">

    <img src="http://i.imgur.com/KCXLxoW.png" border="0">

    Here's the 'function' of the joysticks. You can set what happens when the joystick 'stick' is at a certain position with these.

    <img src="http://i3.minus.com/ibuu7N6FDtoXts.png" border="0">

  • C2 has no way to determine a textures orientation.

    You have to set that in the image editor when you import it.

    By default, the orientation for sprites is the second image I posted. Is there a way to change this?

  • I'm not sure why C2 does this, but the angles used for objects and the angles used for the 8Direction.MovingAngle are on different grids.

    This is what the grid looks like for 8Direction:

    <img src="http://i.imgur.com/2R9rKV2.png" border="0" />

    This is what the grid looks like for objects:

    <img src="http://i.imgur.com/E4iJYiV.png" border="0" />

    Does anyone know how to convert between the two? I need to compare the angle of my object with the moving angle. I tried subtracting/adding 90, but that doesn't work.

  • I definitely like the trailer music reel.

    Are you looking for a paid position or more of a collaboration with others, such as in a game jam?

  • Thanks to help from philx and others, I believe touch support is now working. Please play this game on a mobile device if you can, and let me know your average FPS, device, and browser!

  • Thanks, philx.

    I ended up just doing what you did, and to make two invisible sprites on screen. It seems to be working for me now.

  • jayderyu

    Here's the .capx: SpaceGame.capx

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  • You may play it with an emulator, you will like it, but it's very scary than Silent Hill 2.

    I've played a lot of games, and I am offended by this. Silent Hill 2 is branded as a horror game, but it also has one of the best storylines of any game.

    GamesRadar lists Silent Hill 2 as the #1 best storyline of all time.

    One idea, what about an old fashioned game like "Mario Typing" where you can add your own dictionary?

    This game have educational purposes and teach playing xD

    I remember playing educational games in elementary school. In particular, the Math Blaster series. I wonder what 'modern' educational games look like, but I definitely believe gaming will make major strides in the educational sector in the near future. The military is already using games - the civilian factor will be soon to follow.

    "Blind Game" where you can't see anything, but you hear everything and feel like you are in the scenery. So only put your earphone close your eyes and open your minds.

    I'm studying Octophonics to make that game come true...

    When I interned at an IT company as a web developer, we had to make sure our sites were compliant with some federal regulations. These regulations stated that our games had to account for people with disabilities. As a game developer, I think it's wise to not limit our audience, at least not if we intend to make any sort of profit from it.

    It's a perfectly viable idea, though.

    Sid Meier's "Civilization" meets Tower Defense. Everyone begins with primitive (say, stone throwing) towers and as they advance through the game, decide to spend the points they accumulate during gameplay on various Civilization improvements. (Irrigation = More Food, essential for People-Producing towers. Mysticism = Magic-based towers. Imperialism = Phalanx-Producing units that can outright stop the flow of enemies while they fight to the death, etc).

    This system allows you to incorporate dozens (perhaps a hundred?) tower variants, so each playthrough of the same set of levels can feel different.

    This is interesting, but you have to understand that part of the appeal of Civilizations is the alliance aspect and 'conquering the world'.

    You're Ronald McDonald at a kid's birthday party, when suddenly the Burger King bursts in through the living room wall with all other fast food mascots behind him, and he tells you he's gonna kick your ass for making kids eat horse meat - if you don't defeat all other mascots and the King himself; but if you do, you'll become the new "burger king". You also unlock the other characters, new outfits and stages, and a new title screen. But you start out with Ronald in his typical clown outfit and fight each mascot in his own stage; or you can do Adventure Mode, wherein you race across different fast food themed levels before fighting the level's boss (a mascot); so Adventure Mode is just like the other normal mode but with levels. Beating the game with all the mascots unlocks secondary fast food characters like the Hamburgular, who can help out in fights (either automatically, when you press a button, or when your character dies) and unlocks the level editor, so you can create your own stages and levels, than use them in the main modes (in addition to or in substitution for the regular stages and levels) if you want.

    I'm certain there are intellectual property rights issues with this.

    I like some parts of your ideas, but the scope is a bit ridiculous.

  • Thanks for sharing!

    I agree - true fullscreen is something we would definitely like to see.

  • Just so you know, your random() statement generates a random number between 0 and 3. This can include numbers with decimals, so rd can equal 0.4, 1.5, etc.

    I recommend using int() function to make sure it's always an integer.

  • Not sure if there's anyone interested in this, but one of my favorite Shockwave games as a kid was Spybotics: The Nightfall Incident. You can see a video of how the game plays here:

    Subscribe to Construct videos now

    I really like the overall concept of this type of game and would like to expand on the mechanics.

    I'm currently working on creating a basic gameplay prototype. You can download the current progress here:

    BoardGame.capx

    You can also run a live version of the current development version here: CoHackTest

    Features for the aspiring C2 Developer to take from:

    • Notification system that moves from one side of the screen to the other based on touch input
    • Turn-based system based on a game state machine
    • Random grid generation script developed by

      Yann

    Player and computer spawning at designated spawn positions

    Maximum board movement path determination and highlighting based on a recursive function developed by vee41

    Attack highlighting that ignores board gaps (ranged attacks are not reduced due to missing board spots)

    All art and sound assets in this project are also royalty free for anyone to use!

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Excal

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