drutten's Recent Forum Activity

  • Apox Inc - thanks man! I tried to keep it simple and quick to work with, glad you like it! At first I was going for a far more glitchy/abbrasive style but couldn't resist the softer touches

    inquiesco - awesome

    frn2000, cheers

  • [attachment=0:1o1iev16][/attachment:1o1iev16]

    Play Instar (in browser)

    I started on a game prototype for the Ludum Dare 30 competition (48h game jam), but never finished it in time (next time I’ll do better!). I’ve been poking around with it on and off, and now it’s at a place where you can play from start to finish, hopefully, and get a sense of what it’s about.

    It’s short so you can play it in one go, start to finish relatively quickly. I recommend going fullscreen, and make sure to have your sound on since there are some audio cues.

    Let me know what you think

  • The background looked awesome.

    I'm also working with the character movement right now, Learning spriter software and it's very sad that there no easy way to make this.

    Thanks! What's your impression of working with Spriter so far? How easy is it to integrate into a Construct project?

    btw what do you guys use for capturing video from your games? I tried CamStudio but all I get is 12-15 fps (variable, so that really sucks) on my underpowered laptop. I installed FRAPS but I can't get it to start recording.?

  • Thanks for the encouragement guys.

    Did you play with the opacity in the last image ( background buildings ), Or you import it like this.

    The quick test I did was just to take this PSD and convert each layer into a indexed palette image with alpha for the see-through parts. So no real effect on opacity. Then I assembled in construct on different layers with different parallax values. It kind of works as far as the effect i was going for but not for other things. I made each parallax layer extend beyond the screen borders (and make them tileable along the x-axis) so that the scene can be extended.

    I'll show some more images when I've made more progress

    Right now I'm working on run loop for the player character. Might be wasting a lot of time here as I don't know what the speed will end up being for the best game play. Should probably just be using still frames for different poses and placeholder movement to illustrate locomotion, but I need the pixel animation practice!

    Any good tutorials on making good action pixel animations?

  • Looks interesting!

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  • Good job, seems like a great exercise.

  • Hey guys

    I've started a project that I've wanted to do for a long time. Basically it's a new take on Turrican on the Amiga (at least the way I remember it), mixed with more varied adventure and exploration. The thing for me is pacing and getting the right balance of gunplay and exploration. Most of the story is told through the environment but the pure story beats will be spread out over the game an push the action forward.

    CYCLOSA

    You play Kit, who crash lands on an planet overrun by a robot army. Your battle suit and your gun are intact but underpowered, and you have to collect key components of your destroyed spaceship (spread out over the land) to regain power and make it out of there.

    My thoughts so far:

    • Second-to-second running and gunning should be tight, lots of focus on feedback, movement, and finding the right difficulty sweet-spot.
    • Make it kick-ass in a low-fi kind of way. No over-rendering of the visuals - if the right feeling is there then it's done.
    • Target resolution is 320x200. Use a 16 color palette for each area. Limitation is key here as a challenge, just to see how far I can push it.

    Some stuff>

    Title screen (because yeah why not)

    Player char. This will change as I go and refine game play. Right now I'm using a 16x32 sprite set up for crouch and 8direction firing (the gun is a separate object rotating at the shoulder). Having a lot of trouble to get basic movement to feel right as I was using the Jump-through plugin on my tiles. I think I'll end up dropping that and go for a less "jumpy" style of play. If the crouch/run/climb stuff doesn't feel right I might do a more super-mario style control and then I'd have to revise these decisions..

    quick mockup/concept of an environment. I like how it's set up for parallax fx but it feels a bit dull when its so gray. I'll have to tweak it, more popping colors and more interesting shapes. Some environments should be very post apocalyptic but with signs of robot invasion (alien tech etc). I'm also thinking about adding an alien flora/fauna that's connected with the invading robot aliens.. We'll see.

    Thanks for looking guys, any thoughts on this so far?

    cheers

  • Yes, thanks so much! I see what I've been doing wrong there, great and clear example. Cheers!

  • Hi everyone

    I've been struggling a bit with this problem and I figured its time to bring it to you guys What I'm trying to achieve is this:

    1. the player fired off a bullet at an enemy

    2. the bullet impacts at a certain angle.

    3. IF the health of this particular enemy instance is 0 or below, blood splatter appears on the opposite side of the enemy.

    I have tried to use an instance variable on the enemies that stores the last impact angle of a bullet impact, but I cant figure out how to retrieve it and use it to set the angle for anything else I want to spawn. Anyone has an idea of how this could be done?

  • Hey vagaev, thanks a lot! That certainly helped, it looks better now. The problem though is that this solution becomes dependent on how many enemies are in the layout - the more characters I have running around, the more seldom they'll get picked to perform their actions.

    Is there a way to get them all to run their own separate little schedules of things they can go and when to do it, without becoming dependent on other factors like number of instances?

    Hope that makes sense, not sure how to express what I'm after here

    thanks!

  • Hi

    I'm just starting out in Construct and I'm trying to work out how to create idle/random movement for the enemies in a top-down shooter style game.

    Part of what I have looks like this:

    My hope was that this would make the enemies randomly change direction after a random time interval. What happens is that only one of the enemy instances perform the action, and the others do not.

    Removing the "for each" condition makes them all perform the same random rotation at the exact same time, where I was hoping for a more varied outcome.

    What am I missing here? Is there a better way to do this?

    Any and all help is greatly appreciated

    Thanks

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drutten

Member since 23 Mar, 2014

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