ryanrybot's Recent Forum Activity

  • Looking good! I'm getting a TowerFall vibe from it so far.

    Keep it up and you'll have a fun little game on your hands.

  • Create an instance variable for your character. On collision with platform - player.instance variable + 1. One text box that displays current variable. I think that would have the effect you want.

  • Every X seconds

    For each object:

    -distance() <= xxx

    -- Set collisions ON

    -- Turn movement behaviors On

    -- set FX On

    Etc

    -Else

    -distance() >= xxx

    --Trigger once

    -- Turn movement behaviors Off

    -- Set collisions Off

    -- set FX Off

    Is there much of an optimization difference between turning movement, collisions, etc off rather than just setting the object's timescale to 0?

    I'm currently using using timescale myself, and figured if the object was essentially paused it wouldn't take up any cpu overhead, but am unsure if that is the case.

  • Here's a test to see if I can get some cool smoke trails without using particle effects. I think the effect is convincing enough.

    http://youtu.be/GhVsGe27Rf4

  • I really like the direction you're going with this. I'm very curious to see more.

  • I get the same as Savvy001...

  • Just a quick update. The HUD is getting implemented slow but steady. Latest addition is a functioning Hover gauge that only appears when you receive the hover upgrade.

    [attachment=0:1b57zhpx][/attachment:1b57zhpx]

    I've also settled on the name A Hole in the Earth for now. I think it fits quite well with the story I have planned. As always things are subject to change.

  • Your game is looking pretty stellar! There's a few game on these forums that are shaping up quite well, and this is one I'll definitely keep an eye on.

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  • mudmask, hehe. I really have no clue what I want to do for the enemies yet, so it might stay that way for a while.

    JamesXXXYZ, I'm still trying to tweak the gamplay so hopefully one day you can enjoy it too.

    The collision detection is something that I will have to address. If you get stuck between 2 enemies you can lose health real fast, if it even detects you at all.

    All of the art has been drawn by me, except the vehicle which is a rendered 3D model I made.

    Cannon animations are on the list. Unfortunately they are not really a high priority. The cannon functions, so I'm going to focus on building out more systems and gameplay mechanics first.

    jojoe, thanks for the encouragement! I'm quite a ways off from even thinking about releasing it, but maybe I'll try getting it up on Steam when it's done.

  • Try as I might, I could not land on the platform with the pillars at the end of the second level.

    Fun little game even if it is a little rough around the edges.

  • This is too cool for school! Very well done.

  • This is pretty epic!

    Great job mudmask!

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ryanrybot

Member since 21 Jun, 2014

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