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  • You could also try something like,

    On Fall - every tick add 1 to FallHeight Global variable.

    On Landed, if FallHeight >= (height you want to change state) - Change state.

    Something like that might work.

  • I just played your alpha build and it was quite neat!

    The graphics are just the cutest, in the best way possible.

    There were a few little things that need some TLC, like your sword getting stuck if you land on the floor while swinging a weapon, the camera pushing you to the next room, but it was great fun for a quick build... and tough as nails, for sure.

  • Haha Rhindon! Classics. It's been quite a while.

    Thanks for taking a look, Iolva! I appreciate it a lot.

  • Rhindon, I'm sure if you feel led to do something like that, doors will be opened for you.

    Well... let's see. I've almost finished the weapon select system. It's very much like Super Metroid's, which I liked better than BM's (going into the menu to switch sub-weapons was kind of a pain). I'm thinking of doing a Super Missile similar to the way Metroid Prime did it, where you charge up your shot that uses 5 missiles instead of one. That should keep things simpler, rather than adding more weapon selections to the hud.

    Also I'm starting to work on the graphics for the drops, like health and missile refills, so getting the drops working will be next.

  • It sounds like you've put a lot of thought into this already,

  • Haha Rhindon! You could start a whole movement!

  • in 8 Direction? I can't, because I need the enemy to move in the opposite direction of the attack, and the attack could come in any direction. Unless I'm wrong, vector X or Y only lets you move in specific directions.

    When your character hits an enemy, you need to find the angle between the enemy and the character, then move the enemy 180 degrees from that angle.

    I've never used the 8 direction behaviour, so the logic may need some tweaking based on it's properties. Sorry, I'm not at home so I can't work out a more elegant solution for you.

  • Thank you very much Rhindon! I'm glad you enjoyed it, and I really appreciate the feedback.

    It's really nice to hear that people are having fun with it so far, as it brings me hope that I'm on the right track.

    I'm quite surprised that Blaster Master's mechanics aren't used in platform games more often, especially the ability to jump out of the vehicle and run around, which I think is the bees knees.

  • Hehe! That is a pretty fun game. Good job bilgekaan!

  • Thanks for the encouragement GenkiGenga! I'll try to make something worth playing.

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  • On this latest test I could get around 400 sprites on screen at a solid 60fps. 850@ 40fps,1000@ 20fps. Then drops off sharply after that.

  • Would duplicating the layout with the landscape work for you? You could then edit the copy to change things up a bit.

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ryanrybot

Member since 21 Jun, 2014

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