Digitized God's Recent Forum Activity

  • Dev Blog 26/01/2018

    version 0.2

    + Gameplay video added!

    + Improved missile graphics

    + missile physics added

    + Audio files added / updated

    + Main Menu added

    + Scenery improved ( with clouds! )

    + Missiles arrive at different speeds & angles

    + Buttons that mute sound

    + user score

    + timelapse

    + building block graphics updated

    + minor smoke effect for interception missiles

    + I have began working on a storyline

    quick fixes :

    • Missile speed and direction - FIXED !
    • Improve point & shoot mechanism - FIXED !
    • Add missile interception counter for player - FIXED !
  • Dev Blog : 21/01/2018

    version : 0.1

    + 3 Artwork designs added

  • hello folks!!

    im interestead in feedbacks especially for new young generations, if a poor graphic genre of game like this you like it and it makes you want to play or not (in particular im referring to sprites graphics and animations, background is empty for now <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" /> )

    a simple prototype is available here, thx in advance for every feedback <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink" />

    https://www.scirra.com/arcade/other-games/xxx-25924

    Is that...Donald Trump?

  • New thread:

    https://www.construct.net/il/forum/construct-2/works-in-progress-feedback-requests-24/missile-interception-game-oper-135794#forumPost941050

    Hello everyone, I have started a project in Construct 2 and my goal is to create my first completed game.

    This thread will serve as an update board for the game's development.

    Any feedback is welcome <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

    Missile Defense Force

    [temporary name]

    Current status: pre-alpha

    Description:

    You are the commander of an anti-missile battery and your duty is to protect your city from bombardment.

    Short-term planned features:

    • Choose which missiles to launch as a counter-attack, depending on the incoming threat.
    • Advance through various levels, facing different enemies with different missile arsenals.
    • Earn points and enter a scoreboard.

    Long-term planned features:

    • Face-off airplane bombers
    • Repair building blocks
    • Upgrade your battery station

    Very long-term planned features:

    • Two-player mode [co-op]

    ------ 0.2 -----

    Gameplay video (youtube)

    youtu.be/PTrDTxseKww

    Stills

    ------ 0.1 -----

    Artwork

    Israeli General [player]

    Iranian General [enemy (boss) ]

    Hamas General [enemy]

    Webm of pre_alpha gameplay [version 0.1] :

    webmshare.com/play/Kw4YM

    -----------

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  • Try adding these actions before the "AAAT acquire target":

    AAAT clear turret targets

    System Wait 0

    If this doesn't help, could you share your capx?

    I have decided to change my approach on this,

    I have created a blank sprite that is spawned by mouse double-clicking, when it is spawned, the counter-turret fires a missile at it.

    The player is meant to intercept the enemy's missile by manually calculating its trajectory.

    Hopefully I can add physics now..

    If you know anything about missile physics implementation into CS2 I'd appreciate it .

    New event sheet

    https://imgur.com/pP074bG[/code:2tajmx14]
  • dop2000,

    Thank you for your reply,

    I was able to solve the collision event by enlarging the pixels significantly.

    However, my counter-turret is acting not as expected. It shoots bullets in random directions or way off from the target.

    Predictive aiming doesn't work, it attempts to shoot something off-screen when there is nothing waiting there.

    Screenshot of eventsheet

    https://imgur.com/uHbZNfk[/code:3cdyyxb9]
  • Update : I've been trying to use a Turret vs Turret situation, but once the bullets collide the event in which they are both destroyed is never triggered.. ?

  • Hello everyone,

    I am currently trying to simulate the interception of ballistic missiles with anti-ballistic missiles.

    The problem is, the ABMs(anti-ballistic missiles) have unpredictable behaviors, they're slow in finding a path, missing their target entirely and for some odd reason all drain down at point 0,0 on the map.

    Is path-finding not suitable for high speed tracing?

    What else can I do?

    Thanks

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Digitized God

Member since 16 Jan, 2018

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