jobel's Recent Forum Activity

  • cool idea... I could actually see a game in navigating through those missiles especially when they are slow <50... it's pretty fun!

  • Very good, love it.

    I also had a go at replicating the original missile command, I had great fun doing it.

    You can find my version here

    https://www.scirra.com/arcade/action-ga ... ander-3491

    now this is great! just need some more sfx!

  • pretty good.. you just have to somehow handle spamming the mouse button... not sure how original MC handled it.. I think they must have had a firerate... but I do remember you could send up a bunch of countermeasures... I don't think it was unlimited though..

    also the original had actual munitions being sent from the ground to the click location (then exploded) which took time you'd have to account for.. may want to add that..

    keep it up..

  • which version of C2 are you on?

    awesome, thanks MadSpy for the clarification... it's great to know for each version of C2/NW.. thanks!

  • use the folders

    Sound folder is for SFX and are preloaded.

    Music folder is for streaming and is not loaded into memory at all.

  • awesome! congrats! I hope to be there myself next year at this time..

  • Great news.. NW needed a win...

    thanks Ashley!

  • Tinimations how are you measuring this 100ms lag? and when you say lag, do you really mean jank?

    do you think the jank has to do with suddenly turning groups to active? I have experienced this jank and it's usually when a new enemy appears in my game. I have the enemy AI in groups that are disabled and only enabled after I create the enemy during a random encounter. I always get a BIG jank right when they are created. All my player and enemy sprites are on the layout and destroyed OnStart Of Layout.. so I know they are in memory so it's not that. (However I know the object loading jank you speak of but this is not that).

    The fact that NW13.a7 doesn't preload sounds is a bit troubling... I assume it's still being worked on? are you deploying to Steam with NW13 a7? when the alpha become an actual version will you then update your game?

  • cool thanks

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  • I like it, it plays well.. it reminds me of the old game "Tapper"

    You have the mechanics now it just seems all you need to do is perfect the level design.

    When you die it seemed a little rushed, would like to see that animation a little smoother and at a slower pace..When I finally died it all happened so fast I was surprised.."oh I'm dead?". I think you need more warnings you are low on health etc... Also the act of taking damage happens and I can't sense what is happening.. maybe a screen shake for each hit, or screen flash? subtle stuff just to tell me I'm taking damage. And I seemed to die pretty quick when I did take damage...maybe add more health?

  • what did you end up doing? did you do a tutorial?

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jobel

Member since 27 Jul, 2013

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