Bleeks's Recent Forum Activity

  • Well here we go lol, next step was to have a check for all animating sprites overlapping the collision object and picks the one with the matching UID. Cool

  • Now I have a new problem, they all do it independently but if one is close by it doesnt perform the action, hmmmm. I am still using pick nearest though, maybe the issue is how the nearest is determined?

  • Nevermind! Chat GPT is very useful if you know how to prod it enough lol

    For anyone curious,

    What I did when I spawned or created an enemy, I recorded that enemy sprites UID to a variable in the hitbox.

    When that same hit box lands or falls or does what ever action, it checks the animation objects uid and compares it to the variable of the hitbox that stored the UID. If it equals then only that animation sprite animates! Beautiful

  • Hi.

    I have enemy soldiers that use an invisible platforming box with animation sprite object over it that is pinned to it.

    How do I get each pinned enemy sprite to act independently from one another that is other than picking nearest/furthest?

    So when an enemy falls or hits the floor only that instance animates or spawns bullets even if they overlapping?

    Any help would be great, thank you

  • Hey, thanks Horace T! The game is called GunnSwitch. I have a dev log in the Creations section.

    Heres a new screenshot for today.

    These pesky bugs will give chase in the caves, be careful to not be caught by the swarms. In your tank these critters are harmless though.

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  • These pesky bugs will give chase in the caves, be careful to not be caught by the swarms. In your tank these critters are harmless though.

  • A zoomed in look at some explosions, they are dynamic, if the explosion impact zone is moving (ie. the red barrels) so will the explosion spread.

  • Here is a look at one of our stage lay outs at 5 % scale zoomed out. Looks like an ant farm. Lots of nooks and crannies for Gunn to jump out of the tank and explore, to find secrets, there's hostages to be saved and lots of butts to be kicked.

  • Today I want to talk about one of the gameplay systems I am developing for GunnSwitch.

    I like to call it the "funky momentum system"

    In GunnSwitch, the terrain will feature many slopes and ramps that you can ride or jump off while driving your tank.

    What makes it funky is that this tank will pick up a silly amount of gravitational speed as you soar in the air.

    What kind of air time you get depends on the timing of the jump and the angle of the slope your tank is riding on.

    Here comes the fun part. If your tank hits a jump through platform while your tank is angled and you keep holding the direction down, the tank will glide on/grind on the platform. Now while you hold the direction down and jump again, you pick up more speed and jump further.

    On top of this, you can also grapple a platform above you while grinding and get a big boost jump too. Its hard to explain but its something thats very unique about GunnSwitchs movement systems.

    Its fun to chain a couple of jumps and grinds together, crushing enemy soldiers and knocking crates and barrels into the air.

    Its a tank that jumps and grinds like a skateboarder, its ridiculous I'm aware, but its also fun!

  • Heres a look at some clouds that parallax, and some reflections to match. How do you think it turned out?

  • Here is a scene I'm working on where these enemy soldiers are holding hostages. Just as you get there to save the day, a swarm of giant spiky yellow slugs pop up out of the ground, chaos ensues...poor slugs, even worse for the enemy, at least Im safe in a tank hahaha

    Here is a quick update to that scene.

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Bleeks

Member since 29 Oct, 2019

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