Artpunk's Recent Forum Activity

  • Add the following to your HTML

    > <script>
    window.addEventListener("keydown", function(e) {
    // space and arrow keys
    if([32, 37, 38, 39, 40].indexOf(e.keyCode) > -1) {
    e.preventDefault();
    }
    }, false);
    </script>
    

    I'm surprised NG doesn't do this by default, but at the end of the day a blanket wide change to standard usability would be terrible.

    Ashley maybe this could be an export setting for HTML5? Or part of the browser object?

    This worked for me too Elliott . Thanks, good info!

  • ok I can see that would definitely work. But it would actually involve more steps that simply putting choose(0,0,0,1,1,2).

    I guess Im hoping to figure out a mathematical solution where I could weight the values within a single expression... Im not sure if its possible.

    So in non-programmer terms Im trying to say something like:

    On Event > Set Variable: (50% of the time return = 0, 30% of time return = 1, 20% of the time return = 2)

    Without the need to have additional conditions.. if that makes sense.

    ----

    And beyond this, Id like to have a solution that could be adapted in other instances to allow for more possible values. Like... in some other cases I might want to return values of 0,1,2,3,4... each with different probabilities.

  • Just say I want to set a variable to a randomly chosen value of either 0, 1 or 2.

    I can use the action choose(0,1,2) In this case values 0,1,2 have equal probability of being returned.

    If the action is altered to be choose(0,0,1,2). Now the value 0 has twice as much chance as being returned as either 1 or 2.

    choose(0,0,0,1,1,2). In this case 0 has more chance of being returned than 1 or 2. And value 1 has more chance of being returned than 2, but less than 0.

    Is there a more elegant way to create this situation?

  • This game is looking really good. Very impressive! Great job!

    Hey man thanks for the positive feedback. What are you working on at the moment? Is beast attack still killing it for you?

  • Hi Artpunk

    Game looks fantastic. Love the affect you have on the gems when you destroy the boxs. How did you get them to bounce like that.

    Hi METR1C The bounce on the loot is using the bullet behaviour in combination with an instance variable to control how many times it can bounce (only once).

    EDIT

    Heres a .c3p to show how its working.

    So when a crate is destroyed it spawns some loot. Crates have an instance variable which determines the kind of loot, it can be random, a low value coin, high value gem, or an item like a health increment or ammo.

    On creation loot has bullet behaviour enabled and its speed and angle set to propel it upwards. Some randomisation is added to the speed and angle to create variation.

    When loot collides with the tilemap for the first time, an instance variable is incremented by 1 and its angle is set to 270 (straight up) and speed to 105. So all loot bounces the same way.

    When loot collides with tilemap the second time the bullet behaviour is disabled and speed is set to 0.

    An additional condition re-positions the loot to appear exactly on top of the tilemap, because when the bullet behaviour is disabled the loot items are often overlapping the platform tiles by several pixels, giving the appearance of being half below the platform.. So a conditon is needed that ensures the loot sits nicely on top of the platform.

    The same system is used to control bouncing of shell casings from the players weapon too.

    Originally I had this working using the physics behaviour. That worked really nicely as well. The bounces looked really realistic but I decided it was overkill to use physics just for some bouncing coins, so I ended up doing it with the bullet behaviour.

    Hope that makes sense?

  • You can try converting the sfx to m4a files yourself using Audacity. Then after you export the project, remove the exported sfx files and copy in the ones you made. Test 44khz vs 48khz m4a files to see if it makes a difference.

  • Been working on a custom controls system for the keyboard.

    The player can assign new keys and save the new control scheme.

    If a selected key was already bound to another action, the previously bound key is set to unbound and must be assigned a new key before the scheme can be saved.

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  • Thanks guys! Hopefully firelock is easy / intuitive to use. Ill be keen to hear some feedback on that once I have a demo up.

    I'd not heard of Duck Game before. It looks quirky! I like it. Im trying to get a funny / quirky vibe in CyberDuck because I have a theory that it will improve the chances of the game being featured in iTunes, GooglePlay etc.

    I love towerfall which has similar multiplayer gameplay to Duck Game. I would actually really like to make a multiplayer game of that type myself. I didn't have plans to do that with CyberDuck... but now you've put that idea in my head... :|

  • Experimenting with a firelock for touch controls. The fire button can slide upwards into a locked position putting the weapon into full auto and releasing the player's thumb to allow easier jumping while firing.

    Hopefully this solves a gameplay problem where you'd ideally like to be firing off shots while jumping around but it's tricky to be alternately touching the jump and fire buttons.

    The firelock can be deactivated simply by tapping the fire button when firelock is engaged (quick release) or by sliding the fire button down to it's default position.

    Just have to keep an eye on ammo / energy because you burn through it pretty quickly with full auto engaged.

  • I definitely like the duck character but im not sure u need to rename the game. I kinda liked the original name you had. Thats just me tho.

    (And yeah my avatar is cyberduck :D)

  • Your game super dungeon delvers is awesome. You have boss fights and everything happening!

  • FYI CyberDuck is a Mallard. See the resemblance?

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Artpunk

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