mercuryus's Recent Forum Activity

  • I also improved the enemy AI - still WIP but now they act on your actions.

    The more gold the better is your weapon:

  • MERCENARY is now a strategic clicker game

    Like in a classic clicker game you can collect gold by clicking (attacking) your enemies and their buildings.

    You can still also buy mencenaries for each of your buildings and send them to help you to get more gold and become more powerful.

    Take care of your enemies, you mercenaries you gold and you towers and most important - of your castle.

    Destroy the enemies castle/s to win this game.

    Hack and slay on the enemies and send your troops to war...

    -> http://www.gameus.de/mercenary

    You might read this - so - why not use C2 as long as possible (until new technologies make it a relict).

    And probably there will be a strong community for C2?

    We - the designer, programmer and artists can keep it alive - the good (old) C2.

    We have bought C2 - so no one can cut a needed connection.

    C2 can grow (e.g. with js, plugins, behaviors, ...)

    I will use C2 as long as there's no clear ROI for a change.

    Scirra: why not keep a forum tree for C2? This way you make a lot of us happy and you can monitor the cons & pros of C2 vs. C3, keep the C2 users within your focus and maybe some of them...

  • i ve noticed this behavior when framerate is very low.

  • scaling sprites seams to act relative not absolute.

    To scale a sprite smooth declare a object variable e.g. myscale (initial set to 1) and reduce this every second by e.g. 0.1

    Save the initial width/height of the/each sprite in an object variable at startup.

    The each second set the sprites width to sprite.initial width * myscale and the the sprites height to sprite.initial height * myscale

    something like this http://www.gameus.de/c2/downscale.capx

  • Hi Eric!

    A clicker game is a good start! It's not that difficult.

    Here's an example of an approach: http://www.gameus.de/c2/clickergame/clickergame.capx

    Press to red button to generate clicks

    Press the blue figure to add +10 clicks per cycle (100ms)

    Feel free to ask if you have questions...

  • If it's a small number of abilities the user can use (e.g. like the inventory of a point & click game) you can add the player object N instances variables (e.g. abi1..abi9) used as flag for the unique ability.

    You should use an boolean for each ability (non/available).

    • key ability = abi1=true
    • hammer ability = abi2=true

    ...

    The objects/tools representing the ability ingame should have also an ability-ID storing the representing ID (key = 1..N)

    Once 'collected/activeted' the represented players ability ID is set to true.

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

    If you have a lot of abilities ore code it more dynamically you should use an array of abilities and give each ability an ID (1..N).

    Add the ability ID to the array if 'collected' or delete the ID if it get lost.

    Same approach here:

    The objects/tools representing the ability ingame should have also an ability-flag storing the representing ID (key = ID1)

    mercuryus

  • pretty good!! where i can find an english demo to play?

    EDIT ok i found it !!

    thank you - again

    I'm working on the enemy AI to make it more challanging and more varied.

    Update might come soon!

  • Sounds like you have to set the sprites animation speed to 0.

    (dbl click sprite, set property to speed 0)

  • > Winter in the north

    > look very nice XD

    >

    > Cool. I should work as hard as you do. I'm a lazy bastard.

    >

    Thank you - this is extra motivation

    There are also dungeon/cave levels (wip)

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  • Winter in the north

  • i worked on my game mercenary and added some gui elements.

    changed the mouse cursor and worked on the balance.

    -> http://www.gameus.de/mercenary

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mercuryus

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