ryanrybot's Recent Forum Activity

  • Judging by the medal next to your avatar, you own a C2 license and should have all the export options. So why are you using the trial version?

    If you need to get a new license because of computer issues, email and talk to them about your situation. You shouldn't need to buy multiple copies of C2.

  • You could add another condition in the event with the countdown to say timerText > 0, then the timer will only count down when the timerText is greater than 0 and won't go into the negative numbers.

    Then create an event that says timerText = 0 | (change layout to Game Over screen, or whatever).

  • Thanks !

    Ha, I've never thought of it being like Moon Patrol before. Maybe when I start writing the music I should write a track that sounds like the music in Moon Patrol. That soundtrack still gets in my head after all these years.

    As for more levels, I'm going to try to have the game all in one layout. So the game won't feature levels per se, but there will be unique areas to a larger unified game world. For now it'll be a small playable area until I get all the mechanics in. That way I can design the map based on the features I implement, instead of having to redesign an area because I cut a feature that wasn't working.

    360° aiming was something I had thought about implementing but ultimately decided against it. I had a really good reason for not going that route, I just can't think of it at the moment.

  • I played it for a good bit. I liked it a lot! Keep it up!

  • Wrapping your lerp in a 'round' expression might help you. That way you aren't calculating 4.8653801427978px, but rather 5px.

    The Car.X + (Car.Platform.VectorX / 0.8) is just helping the camera look ahead a little bit. So, if you were moving right, instead of your character being in the center of the screen they would be a little bit to the left of center. That way you can see what's further in front of you.

    I used vector in the calculation so that the camera moves only when the player is moving, otherwise the player sprite is in the center of the screen since the vector is 0.

  • Do you have a camera sprite that you are scrolling to, then setting the position of the camera to the object using a lerp expression?

    Here's what I use, and it's slightly different than your camera expression

    Every tick---
    ---System | Scroll to CAMERA SPRITE
    ---CAMERA SPRITE | Set position to (round(lerp(Self.X, Car.X + (Car.Platform.VectorX / 0.8), 1.015*dt)*10)/10, round(lerp(Self.Y, Car.Y + (Car.Platform.VectorY / 2), 1.021*dt)*10)/10)[/code:2dymhq95]
    
    I know I have a really wonky lerp, but that might help in some way.
  • Loving it, ! I can't wait to see it all come together.

  • Thanks and MadSpy! I always appreciate the feedback.

    Another build should be up within the next week or two.

    Hi bclikesyou, and thanks a bunch! The story really was silly for the western release, but it kind of had that charm of being totally ridiculous.

    I think I'm going to go in a more surreal direction, and hope to shift the mood from familiar to uncanny as the game progresses.

  • Very cool Tokinsom! The enemies have some pretty cool movement patterns, and the Penta Pearl ability looks like a fun take on the Skull Barrier and Leaf Shield from MegaMan.

  • Phew! It's certainly been a while since I've posted about the progress, but things are getting done albeit slowly.

    I've made a video containing some of the new things I've added in the past month or so.

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    The shield is getting closer to being finalized and it now pulls in the item drops. The water has been added and tweak into something that resembles liquid. The movement feels pretty good now, entering and exiting the water. Also and jump extension power-up has been added.

    A few small things have been touched up, like the hover flame and the energy drop.

    I'm going to continue working on the shield, especially the mechanic behind how it will absorb projectiles, and then work on enemy behaviours.

  • Here's a video showing some of the progress I've made.

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  • You can add all your control input events into a group and then disable/enable the group based on whatever conditions you want.

    So you can have a group called "Controls" which will have all your control events in it, then have something like 'Ball - animation rolling playing ----- System - Set group "Controls" deactivated'. Then do the opposite to reactivate. 'Ball - animation rolling stopped ----- System - Set group "Controls" activated'.

    I hope that works for you!

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ryanrybot

Member since 21 Jun, 2014

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