Windwalker's Recent Forum Activity

  • I have played it and I have enjoyed it and I wanted to play more This is a good sign, I think the idea is simple yet effective, suitable for mobile. The game itself is very suitable to make with c2, I think you should definately go all the way with this. Congrats. Also please keep us updated, I really enjoyed it. I hope for more gameplay variety in future levels, more enemies, more powerups... Very nice start!

  • Looking very good! Any chance we get a demo level or sth like that? Or a gameplay video at the very least?

  • Yeah you are on the right track. But when it comes to math, I am fairly limited myslef. Try changing places of sin and cos... That's what I do and pray it works

  • I think this is a very good start. I like the background art style, when you add more stuff like this, it's going to look great.

    It desperately needs music.

    After the powerup, you play the sound effect twice for each shot. May I advice you move the "audio.play" command to somewhere else, so the sound doesn't get higher because it's shooting two bullets? Or was this intentional?

    Hope to see some progress on this. In need of a nice good shootemup (or right) for quite a long time now... And the ability to slightly aim is nice touch.

  • Yaaay! Even though I understand nothing about plugins and how they work, I am sure this is big news if rex decided to share his thoughts

  • It's because you are using the height and width of the object in the code ( the first line. ) Even when the bucket is sideways, you still use x and y coordinates and add random amounts related to it's standing position height and width.

    You can give the bucket object an instance variable called "IsStanding" then;

    on touched bucket

    if bucket is standing

    {use the code in the screenshot you shared }

    else

    {replace the formula: ((TrollySpace.X - TrollySpace.Height /2) + random(trollySpace.Height) , (TrollySpace.Y-TrollySpace.Width/2) + random(TrollySpace.Width))}

    I hope I could describe it

  • Are you sure you are destroying objects when they leave the layout?

    Sometimes it's possible to further optimise "every tick" events, but sometimes it's not. Depends on the aproach you took.

    Try running the game in debug mode (f6) and check the performance tab. You could put your events in groups and see which group is creating the most load. So you could put your "every tick" events under a group, and see how much of the performance is affected by them.

    Hope it helps.

  • I think it's nice idea. +1 from me too.

  • It's not that hard. I think. On top of my head:

    Lets say your character moves with wasd keys. First you could setup a series of condition that detect these input.

    Have the player object have lastx and last y instance variables.

    Add a global variable named totaldistance.

    Then, under every (direction input) condition call

    totaldistance = totaldistance + distance(player.lastx, player.lasty,player.x,player.Y)

    player.lastx = player.x

    player.lasty = player.y

    this means, every time you press w, a, s, d, system will check the distance of lastx, lasty position, add to totaldistance, and set new lastx and lasty positions. I hope I could explain it.

  • Well, I have always been fond of asteroids and it's clones, and have played a lot of pewpew. So I think you have it going very well here. Only a couple things I might argue: company logo stays too long (if you are loading sounds here, try to include sth like "Loading" somewhere on the screen) and screen transitions are just a tad slow. I liked the menu design and movement bewteen them, interface seems very well done. Hope you keep working on this.

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  • sgn, I think this is what you are looking for:

    Basically, if you want to change an aspect that is going to be different in each of the instances of the object, you should use "for each [object]" condition as seen in the picture. I couldn't understand what you want in the post, but I am sure this is going to lead to your answer.

    Hope it helps.

  • Hello Andy. It's a sin not to work on this. Do this. Finish this. It begs to get completed. It reminds me of "the swarm" the way you throw your grenades and fly the ship around, only with added gravity. Do this. Work on this. Find a way.

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Windwalker

Member since 2 Apr, 2013

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