Awesometoday's Recent Forum Activity

  • dop2000 holy **** it works!

    Also do you think there is any way to solve this without using families?

    I'm just asking because the solution seems like a workaround to the problem and if there is any other way it could work I'd like to know; to better understand this stuff.

    Thanks again!

  • I've been trying to figure this out for a while now...

    I have a layout full of instances of the same sprite.

    I'd like to go through each instance and check if it overlaps with another instance of itself.

    Then do a set of actions with pick instance 0 / instance 1.

    My problem is:

    • If I limit the SOL to make sure i've checked each instance; the subsequent overlap check won't work because SOL will contain only one object.
    • If I use overlap for all; pick instance 0 and pick instance 1 will not work except for the first two instances.

    How do I combine these two? Or am i going about this the wrong way?

    Thanks!

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  • There is a small typo in the last capx - set Ty to tilemap.positionToTileY (it was positionToTileX) I was busting my head why this wasn't working

  • Hello!

    I'm currently developing a mobile game, and I'm looking for a experienced programmer that I can work with to help me complete the game as fast as possible.

    Ideally I'm looking for someone:

    • Who is experienced and can create general purpose code easily based on clear instructions/goals.
    • Who can work with my existing code and isn't affraid of us working together on a single project.
    • Who knows his stuff and can help me deepen my coding knowledge.

    The project we will be working on is a re-iteration of my entry on the c3 gamejam here:

    http://www.newgrounds.com/portal/view/694150

    (i made this by myself) The new game will have a new story and more levels/enemies.

    Thanks!

    Stefan

  • Update:

    • Reworked a big chunk of the game. Simplified and removed a lot of stuff that wasn't working.
    • There is no more night mode, the background completely loops through the entire hue range of colors.
    • There is no more mouse control just keyboard.(possibility to add local co-op)
    • The way the player controls and moves has been changed, climbing was added. Lots of simplification in control feel.
    • The player has 2 slots, primary and secondary weapon. Primary is fixed based on character, secondary can be found on the map.
    • Zombies go climb through walls, visibly on the outside
    • Lots of visual improvements for consistency

    Considering changing the name to Raveyard Goldmine (what you think?)

    I'm planning on releasing a free version sometime soon, so people can playtest it and send feedback.

    Have a nice day!

    anty21ro - Mersi

    Lordshiva1948 - Thanks for the kind words.

  • What a lovely game - I played through it just a bit didn't find any bugs. The graphics/sound/gameplay is very nice, good job

  • Very nice thread - I enjoyed reading through this from start to last post Good luck in your development I like where this is going!

  • MPPlantOfficial Thanks! I know! I've checked the title before, it has some rad animations

    SoldjahBoy Thanks man! I appreciate the kind words!

    anty21ro Thanks for that capx - it helped me figure out the behavior better before doing any code. I've picked up the 'enrage' idea from one of the AI's there and changed it up to fit the new zombies Thanks again!

    So Update:

    Spent a good amount of time working on the AI. And I've now got the basic AI behavior working! Yay! Lots of tweaks and small animations for each state/action of the zombies.

    I still have to figure out how the 'melee' combat should work (or if there should be any melee combat at all) and how to use the pickaxe throw, right now you can throw the pickaxe but there is no sure way of retrieving it- so it leaves the possibility of a player getting himself into a hole and throwing the pickaxe out and not being able to get out of the hole anymore.

    With that being said I feel like i'm pretty close to getting a basic demo going of the game. So soon enough it's going to happen.

    And now for the complementary zombie-action gif:

    Cheers!

  • Quick update:

    • tried making AI - research led me to this article about finite state machines - "seemes easy enough".
    • tried implementing - failed miserably
    • felt lost and hopeless for a couple of weeks
    • came across this article on project management and 'vertical slicing' which helped me get my **** back together
    • remade a small concrete list of features for a quick complete demo
    • I'm currently almost done with the core game loop, there is a global in-game time that corresponds to real world time (1hour in game is 1 minute real world) and complete day/night cycles.
    • Almost finalized all the main character mechanics

    I'm ready to try making a very basic version of the AI now for test purposes - wish me luck!

  • EYO

    success! I got a array inventory working, I got the UI indicators working in a way i'm happy with (there are special indicators every time you can dash, or attack, and other indicators when you have ranged attacks, also a physics path prediction for throw-able items working). Melee attacks are not quite done yet, I do have teh dashes implemented, and whenever you hover the dash range indicator over a enemy it will be replaced by a target indicator meaning you can click to melee attack.

    I'll be moving on to AI next and zombie logic! wooot

    Also credits for the trajectory projection go to R0J0hound over at this thread

    Otherwise I'm pretty sure I wouldn't have done it by myself.

  • So I've almost finished with the melee attacks, I mean I figured out how to make the mouse UI tidbits so that the way melee interaction works is a bit more intuitive. The interaction itself is a bit broken but I'll get around to fixing it once I finish with the array based inventory I'm trying to implement.

    It's been giving me a headache - this is where i'm at right now

  • Also forgot to mention the feeling of exploring a procedurally generated dungeon is there, and it does have that compelling factor

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