AmpedRobot's Recent Forum Activity

  • I should also mention that while the engine 2 frame anim is playing and u press the left arrow or release the right arrow the tilt right anim should reverse again by itself to default frame.

  • Oh, hi.

    I should mention this is top down and custom movement. I don't use platform behavior at all since it didn't work for what I was trying to do.

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  • Hey, guys.

    I'm trying to set this up, but I'm having a devil of a time.

    On right arrow pressed/held ->play animation tiltright from current frame (about 9 frames tilting right)

    On right arrow released -> reverse animation tilt right from current frame to default

    On right animation finished (last frame tilt right or Frame 9)– play right engine anim (simple 2 frame anim)

    I have 2 examples of this, which are sort of similar, but not quite: the Ashley Space Blaster Game and a nice little pirate game side scroller with a sprite strip and a mask.

    I actually don't know what the best way is to set this up as this is my first forray into sprite animations in C2 (aside from something simple I did for a platformer a while back).

    so.

    1) Is the best way to set this up as traditional animation playing or an image with the full animation and a mask? I have an example of the latter, but I'm still not fully sure how it works. The animation strip has some instance variables like num, frame, and sprites I believe. Why would people set it up this way as opposed to the traditional way Construct 2 does it?

    2) How the heck would I implement this:

    On right arrow pressed/held ->play animation tiltright from current frame (about 9 frames tilting right)

    On right arrow released -> reverse animation tilt right from current frame to default

    On right animation finished (last frame tilt right or Frame 9)– play right engine anim (simple 2 frame anim)

    I did something cool yesterday from scratch without any examples, where I surprised myself. Maybe my brain is just fried today.

  • This is a great idea for indie studios to crank out assets fast.

  • I love this. It's simple, but so atmospheric. Very absorbing.

    You know as opposed to a limited layout, you could make this an infinite game easily with infinite variety and triggers on variety depending on how far you get.

    Also, no idea how to switch weapons.

  • 67 seconds was my best time on this, but this doesn't really work without the music. You turn off the Terminator music and the game is uninteresting. With the music, very addictive.

  • Hey characters are awesome on that first screen you show. You should go with that scale because they are really cute then. When you make 'em small and do family pvp you take away from the fun. Just one of those characters with a cute background and a simple fun game I think would be a hit.

  • This is a lot of work for something like this. The idea of playing an alien is great. Beginning with the crashing spaceship is great (I was planning something similar for another game I was working on). Music is fantastic in beginning. The idea of absorbing bullets is new (at least to me) yes, but it's too easy just to move about with x being pressed. Also, this game begs to shoot something. Is there a shoot button? I think this could be a lot more popular if you upgraded the graphics and kept the music cool as in the beginning.

  • There was no music btw.

  • This is very cool. I'm sure you could turn it into a game?

  • This is really addictive. If you pumped up the graphics I think you really got something. There should be points for the zombies being run over by the car as you can lead them there. 57 seconds was my best time. I'm sure it's a copyright violation but the terminator music really helps. Not sure if this has been done in some form, but this is really fun. Great game to play while commuting. Just needs better graphics.

  • Admirable effort. I like it. Hire somebody for graphics and you got something cool here.

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AmpedRobot

Member since 4 Jul, 2013

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