ryanrybot's Recent Forum Activity

  • Thanks linkman2004! I will try that out right away.

  • This is too cool rexrainbow! It works pretty flawlessly.

    What kind of game are you going to make with it? It looks very much like a dungeon crawler at the moment.

  • Thanks for the reply linkman2004!

    I hate to say this, for fear that I'm probably going to sound really dumb, but how do I write the expression to find the correct thumbstick and axis? I assumed the gamepad index was 0 since it's player one.

    How about I write what I had as I might not even be close.

    Every tick ---- Gun - Set angle to atan(Gamepad.Axis(0, Index?) / Gamepad.Axis(0, Index?))

    The manual just says, "Index specifies left analog X and Y or right analog X and Y axes, subject to Key mapping. Axes range from -100 to 100.", which is quite vague.

  • Hi everyone,

    I was working on the controls for my game and thought it might be cool to aim at the angle the thumb sticks are pointing, much like a twin-stick shooter.

    Right now the controls are set up to only aim at 45 degree angles, but thought finer controls when aiming might be nice. Unfortunately it gets a lot more complicated.

    Does anyone have any ideas on how to set this up? I would really appreciate any advice.

    Thanks!

  • In terms of level selection, and the non-linear approach to the genre, have you thought about letting the player complete the levels out of order and perhaps having certain shortcuts for earlier levels be accessible with items from later levels?

    Say, there is an objective on level 3. You could take the normal route to reach it, but there is also a shortcut that can be opened with a powerup aquired on level 5.

    One downfall of this would be if you ran into the shortcut before obtaining the item needed, you might get frustrated that you can't progress, assuming that it was the intended path. So you would have to make the normal path "super" obvious.

    As you can tell, I haven't really thought this through and I'm kinda just brainstorming out loud.

  • This is pretty awesome, mudmask! Looks like you've been busy.

    The new flame thrower looks great, and the procedural levels sound like a pretty cool addition.

    Can't wait to see more!

  • Love the atmosphere! Keep up the great work!

  • This is looking better and better every time I see it. You are doing such an amazing job with this Somebody!

  • That's quite a unique setup there,

    I have never seen a control scheme like that in a platform game. When I get around to having customizable controls, you can happily set that up yourself.

    As for the shoulder buttons, they were going to be for weapon selection, I just haven't gotten that far yet.

    The game is still really early in development, so you'll need to be a little patient while I get around to adding all the features.

  • Thanks dhoeke for the advice! Coming from the days of using arrows to control the character (30+ years ago), I forget that a younger crowd might be more accustomed to FPS controls, which are closer to what you described.

    I'll see what I can do about making it more intuitive.

    That's a good idea Somebody! I was thinking of adding flood lights and other random things to show that the place was previously occupied, but light shafts through the ceiling is a good idea to add some more visual interest.

    I can't say it will be implemented in the next build, as I need to get more of the mechanics down, but I'll try your idea when I get back to sprucing up the environment.

    Thanks a bunch guys! You've been very helpful!

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  • Based on what I see, you seem to be doing it pretty efficiently. The ground should be tilemap like you have, and the larger objects like the ice and trees should be background sprites.

    I think the platformer tutorial was written before tilemaps were introduced into C2, which could be causing some of the confusion.

    Great looking sprites btw!

  • Somebody

    Thanks a bunch!

    I had tried a few things like rocks instead of grass, but found that the whole thing looked very bland, having mostly brown colouring. Most of the grass is found under stalactites, which I tried to convince myself would have formed from water carrying minerals underground, and the seeds came off the feet of previous explorers.

    Maybe I'll have to brainstorm a few more ideas.

    JamesXXXYZ

    I'm really sorry to have hard coded the z key to shoot. The plan was to be able to bind keys as you please, but haven't gotten around to it yet. I didn't know about the z and y being switched on German and Austrian keyboards.

    Did you have similar issues with the gamepad? Would you mind telling me which one you were using?

    I've only tested it with a 360 gamepad, as that's what everyone I know has.

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ryanrybot

Member since 21 Jun, 2014

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