Niko's Recent Forum Activity

  • It looks quite beautiful. A pity there's no sounds yet, they are really needed.

    Btw, are you planning release it to Russian audience primarily?

  • It depends. There are enough tools to make your own music nowadays (I can recommend SunVox, which is quite powerful and the PC version is free), or you can search for music with Creative Commons license (like freesound.org, mentioned above).

  • That's because your ship is flying backwards! Just kidding. I did it like this (surely there are other ways though): Set bullet's angle "Set angle" parameter to Yes, add a global variable (ShootAngle, for example) which'll determine bullet's shooting angle, change it accordingly when player's moving direction changes. And finally, set the bullet's angle to ShootAngle after the bullet is created.

    That ship really is flying backwards, though.

  • Why don't you use arrays? Are you very afraid of it? Are you afraid of arrays just as I am afraid of Jigglypuff?

    Sword swing, you say. It's pretty obvious it rotates, yeah. So either use the stupid rotate behavior for noobs or make them rotate in code. Rotate behavior is easier, but doing it by events is more oldschool. Also, the Terraria sword has an image point at the bottom of the hilt of the sword. And, it sets the position of that image point to the same position where the player's hand is every tick. Or, you can make it move to the player's penis, if you are pervertic/afraid of hands. I mean, being afraid of HANDS make AS MUCH SEENSSSS as BEING AFFRAID OF ARRAAAYYYSYSSSSSSSS!!YSYSYSSS. why ass why ass

    I'm just curious here, would pinning the pen.. eh, sword to player's hand work? Btw I am scared of Jigglypuff a little as well.

  • Looks quite good, although I imagine colour-blind people would have hard time playing it, since everything's different shades of magenta. :)

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  • This looks really gorgeous! The gameplay itself is somewhat bumpy yet, but 3 days isn't really enough time to make a well-polished game. Are you gonna continue the development?

  • A quick question: how do you know the game is amazing?

  • When not shaking you can simulate bounded with something like this:

    set scrollx to clamp(scrollx, screenwidth/2, layoutwidth-screenwidth/2)

    set scrolly to clamp(scrolly, screenheight/2, layoutheight-screenheight/2)

    I didn't verify the expression names but the idea should be sound.

    I'm not entirely sure how to do this. For now I simply use the Scroll To behaviour to center the camera on the player and to simulate shaking.

  • Nice! Those could be really useful.

  • Thanks, I've figured that out, but unbounded scrolling presents another problem, as I've stated before.

  • Hello everyone,

    I've encountered a problem in using Scroll To behaviour attached to player character to simulate a screen shake - when it activates near the layout's corner, screen won't shake. Unbounded scrolling seems to help, but it makes the area outside the playable zone visible, effectively creating an "invisible wall", and I can't yet figure out how to solve the problem.

  • Nice! How exactly did you make the hue rotation effect in second demo?

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Niko

Member since 25 Apr, 2013

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