Salman_Shh's Recent Forum Activity

  • Update 10: Lazers + Power Generator + Weapon Throw + Custom Patrolling :-

    -------------------------------------------------------------------------------------------------------------

    - Weapon ID System -

    [Added] Weapon ID System - Set Weapon Name

    [Added] Weapon ID System - Set Reload Interval

    [Added] Weapon ID System - Set Per Shot Interval

    [Added] Weapon ID System - Set Max Ammo Capacity

    [Added] Weapon ID System - Set Max Clip Capacity

    [Added] Weapon ID System - Set Bullet Spread

    [Added] Weapon ID System - Set Max Bullet Length

    [Added] Weapon ID System - Set Weapon Density

    [Added] Weapon ID System - Set Weapon Elasticity

    - Weapon Throwing -

    [Added] Adjustable Throw Strength

    - Clouds -

    [Added] Clouds - Set Individual Frame

    [Added] Fixed Physics on Doors

    [Added] Snow - Adjustable Minimum & Maximum Contortion Width

    [Added] Snow - Adjustable Minimum & Maximum contortion Height

    [Added] Rain - Adjustable Minimum & Maximum contortion Width

    [Added] Rain - Adjustable Minimum & Maximum contortion Height

    - Lazers -

    [Added] Lasers - destroy Snow/Rain now

    [Added] Lasers - Adjustable Health

    [Added] Lasers - Adjustable Individual On Toggle

    [Added] Lazers - LazerID

    [Added] Lazers - Adjustable Length Interpolate Speed

    [Added] Lazers - Adjustable Width Interpolate Speed

    - Tread Block -

    [Added] Tread Block - (acts like a treadmill)

    [Added] Tread Block - Adjustable Individual Speed

    [Added] Tread Block - Set Individually if Items gets push Left/Right

    [Added] Tread Block - Can Drag Player, AI,Other Objects and itself

    [Added] Tread Block - Adjustable Overlapping Y Offset

    - Power Generator -

    [Added] Power Generator - Toggle if On or Off

    [Added] Power Generator - Connected to Lazers/Lights/TreadBlock

    [Added] Power Generator - Health

    [Added] Power Generator - It can be Destroyed

    - Enemy Patrolling -

    Now for The AI :- PATROLING!

    - PT = Patrol Trigger -

    [Added] Patrol Trigger Sprite

    [Added] Set Individual "StandTime" In PT

    [Added] Toggle "StopAI" to in PT

    [Added] ID system for PT this is to make PT only react to AI with same EnemyID

    [Added] Set Direction AI faces on PT

    - ONE LAST THING -

    Now I'm just gonna set up a Mini Trailer for the (Template/GameKit) now with some Image Assets for the Store.

    For now I'm gonna slow down on the updates until the project is up on Scirra Store or potentially

    itch.io

    is anyone is Interested, if anyone is interested in that comment in the post

  • i think at this moment you can add it to store. early access is better than long waiting ))

    I agree with Release it now. I personally don't have an opportunity to use it right now, but I'm sure others would!

    Alrightie then I will proceed to create a video explaining things and a trailer of sorts. and upload to the scirra store after fixing up some little things. so hopefully by the next update it should be live

  • GIF from recent update here

  • Cool project you got going on here! Keeping my eye on it

    that is great!

    Thanks guys your responses really helped me to stay motivated up to this update. Responses overall are massive motivational boost for the whole project.

    :

    What happened to the daily updates you promised beforehand? :-

    there were three reasons.

    for one, I wasn't able to do daily updates due to helping with home refurbishment.

    The second and third was that I felt that the demotivated without a significant amount of visible improvement in addition to simplifying AI so it can be expanded upon for the next update.

    Update AI Foundations + Extras:-

    [Added] Player can now Running

    [Added] Run and Walk speed is adjustable inside the "PlayerMask"

    [Added] Jump/Running/CanUseGun - Ability can be toggled off for player

    [Added] Destructible Windows! jump through or just shoot down - shards appear when destroyed.

    [Added] new animations so state triggers are more apparent.

    [Added] lamps can be shot down so the lights in a room don't work anymore

    [Added] adjustable how far the player can to be to interact

    [Added] Gamepad: Aiming reticle now takes into account the angle the stick is pointing at

    [Added] the player now has to be on the floor to interact with the stairs

    [Added] LightSwitch can be toggled individually to have lights on or off on start of layout

    --------------------------------------------

    Now for The AI

    [Added] Toggle Standing or Moving

    [Added] toggle the direction an enemy faces on start of the level

    [Added] Bounce off walls/Edges or stops on the edge for few seconds and turns around when alerted to the player

    [Added] Follows player when alerted to presence

    [Added] Alert Icon appears when Alerted to player - disappears when not alerted

    [Added] Jump Ability can be toggled on/off

    [Added] Will jump after player from where the player jumped from (if they have jump ability)

    [Added] EnemyID system to check who is who. (for this to work the Enemy ID has to be unique)

    [Added] Sight is limited when they're in a dark room

    [Added] Adjustable Individual Health

    [Added] Adjustable LOS (Line Of Sight) range for when the enemy is in a dark room or not

    [Added] Cooldown Timer - How long it takes an enemy to stop being alerted

    [Added] Cooldown Period is adjustable

    [Added] Adjustable Individual Alert/Not Alert Speed

    [Added] Adjustable Cone View for When Alerted/Not Alerted

    [Added] started on - Adjustable Attacking Range (checks if player is within range to initiate attack)

    and many more AI adjustable values/Bools

    Looking back at the list of things added.. DAMN felt the list would have been smaller but more days to work on this really increased the output.

    the next update will make some improvements to the AI + adding patrolling paths + Turrets + Dangerous Tripwires + Grenades

    ONE LAST THING

    Do you guys want this available now in its current state with updates coming in as I write up updates here? give your votes here on

    Strawpoll

  • Hello there I'm not really looking for someone to work on my game with me, more like someone to revise it. It's still under development but I'm developing it everyday, and loving it. It's a mobile game and my one concern is making optimizations and making the sure the game is in good standing.

    Would this kind of thing go under your "No Pay" part?

    I'm asking this, well, because you seem quite skilled and fluent with C2.

    I guess not if it was implementing anything it would be most likely be under paid

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  • Is the podcast dead now? guess from the website still being up... guess not

  • It happens to me too. Massive slowdown that goes back up to normal speed again if I select any object in the debug rollout.

    that workaround works!

  • On my current project I've noticed after using more variables ranging from couple dozen instance variable to even more local variables and some global. when running the same layouts it is a stable 60FPS yet on debug goes down to 5-10FPS

    Is anyone else having these kinds of frame drops during the debug layout? or is my circumstance just a non-issue to the rest of the community.

  • Pretty Cool!

    Also quite interested in how you did it as well.

  • Update 7: Full Gamepad Support Update-

    - Without conflicting with anything ofcourse -

    [Added] Control Type (Toggle/Switching)

    [Added] Reticle Movement

    [Added] Adjustable X Aim Sensitivity

    [Added] Adjustable Y Aim Sensitivity

    [Added] Cloud Parallax

    [Added] Room Lightbulbs (Still needs fixing)

    [Added] Adjustable Zoom Scale (Using Mouse Wheel)

    [Added] Updated Snow/Rain collision and art

    [Added] On Collisions contortion (Rain/Snow)

    --------------------

    Hope to release by next week fully commented, organised and adjustable. are there still anymore interested on the project, finding it harder to stay motivated with a project like this where the focus is more on the "tool" than designing gameplay scenarios.

    ---------------------------

    + I SWEAR THIS TIME IN THE NEXT UPDATE THE MAJOR FOCUS WILL BE ON THE AI.

  • Stress testing and optimising preliminary stuff before fully implementing customisable AI

  • back to work after some freelancing for couple C2 projects making custom AI tailored to each project. much to the reason for the delay in updates - if you need any free help or any major implementations refer to here - Job Offers and Team Requests

    pretty

    Update 7: Snow -

    [added] Snow! does things similar to the rain generator

    FINALLY AI will be introduced. in the next update

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Salman_Shh

Member since 15 May, 2013

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