heyguy's Recent Forum Activity

  • Hello everyone. I've been working on an autorunner and I've run into some problems. Har har! I've actually done quite a bit research but I can't get the dash to function correctly.

    So basically I just want to make my player dash forward for a moment. I've checked out a few different posts and learned a little more about what goes into an autorunner. If I used the original autorunner template, I would have to change the speed of every object except the player to create the illusion of a boost.

    So I found this post explaining how to just add a boost to just specifically the player but I can't get it to work.

    scirra.com/forum/how-do-i-auto-runner-with-all-kinds-of-stuff-math-is-hard_t112090?&hilit=math+is+hard

    I've downloaded a few different capx dash examples and but the lines of code won't seem to work with my project. I imagine it's not working because I have the player set in place so the game can't boost the players speed because he's set in place. I'd appreciate any help on this issue. I've attached the capx. Thanks!

  • Hey ryanhagz, thank you so much for your help! That was a real simple question! Man, I have a lot to learn!

    I have another question now kind of a long the same lines. Should I make a new post or just post here? I'll probably have a couple of dozen questions regarding his game in the future. Anyway, now that I know how to spawn a single object like a coin or enemy, how would I spawn multiple coins or enemies? Say I wanted to created a 5 coins in a line or create a heart shaped cluster of coins. Stuff Jetpack Joyride did.

    I don't know much about coding but I imagine I'll have to create a function or array that holds the coin information (like how many coins spawn, where they spawn, in what shape they spawn, etc). Am I thinking correctly?

  • Hey all,

    I've been working on my first game and it's going to be an infinite runner game similar to Jetpack Joyride. I've looked at the autorunner template and I've modified it to suit my purposes. Right now, I have the floor spawning consistently in the way I want it to. I'm having problems though spawning single objects like an enemy, coin, set of 5 coins, ramp, etc.

    I tried replicating the "NextBlock" code structure from the template but I couldn't get it to spawn single coins. As you can see, I changed the code and now I have the game spawning what appears to be 125 coins just pixels away from each other in a line. A bunch of ramps seem to be spawning on top of each other too and the game is spawning ramp upside down.

    How can I spawn using code, say, a rectangle of 24 coins or like a set of coins that says "BARRY" like Jetpack Joyride or something. I figure if I understand how spawn a certain amount of coins whenever I want, I should be able to do that for enemies and more. I have another question regarding autorunners and creating artwork for them. I guess I should be creating my artwork (floor pieces) in increments of 2, yes? 32*32, 512*256* 16*32, etc?

    So this is my first time creating a game with Construct 2. I've gone through a couple of video tutorials and examples and I'm still learning! If there are any tutorials out there that anybody thinks I need to see in regards to my problems or creating an infinite runner, please link or mention them. Thank you! And thanks for the help!

  • Make a rpg battle system mini game. Something simple like Final Fantasy or even simpler like Dragon Quest. What about vertical or side scrolling shooter?

    Look to the past for some inspiration. What about a Pac Man, Asteroids, or Space Invaders clone? Also, check out your phone for ideas. Noodlecake Studios (the dudes who developed Jetpack Joyride) also has another really awesome game called Velocispider Zero. And they have another called Slambots. I'd describe the game as an infinite hopper. Try and maybe make a game like those.

  • Oirad dropped a few good non-combat platformers. There's also Vector on iots and android. It's an endless runner. I think the game Waking Mars is another game you might want to look at. I haven't played it entirely but it is very low on action and about managing this subterranean Martian plant ecosystem.

    Check out "Brothers: A Tale of Two Sons" also! That's a 3D platform puzzle game with a touching story. Another game I can think of echochrome on the PSP and PSN. That's more of a straight up puzzle game I think. There's also Thomas Was Alone on the PC, PS3, Mac and Vita. Check out Pretentious Game too. It's tough coming up with non-combat platformer games. The ones that do exist out there are probably Platform/ Puzzle games so that's a good combo idea. Platform/ Rhythm game is another genre combination that could maybe work. Kind of like how Patapon is a 2D strategy/ rhythm game.

  • I'm also interested in making what is sometimes referred to as a "Metroidvania" too! There are definitely a lot of great 2D sidescrollers out there that follow this mold. Check out La-Mulana on Steam. It's currently on sale for 2.99! There are a few others on PC worth checking out too. Rogue Legacy, UnEpic, and Guacamelee are all games of this genre, are on Steam and are controller compatible!

    Since you're interested in the genre and want to make your own non linear 2D sidescroller, I recommend you play the games that are considered the originators of the genre too. Those would be Metroid and Castlevania like GeometriX already mentioned. Castlevania: Symphony of the Night on the Playstation 1 and Super Metroid on the Super Nintendo are ranked as two of the greatest games of not only the genre but of all time! I've never gotten a chance to play those specific games but I have played the two Metroid games on the Game Boy Advance and the 3 Castlevania games on the Game Boy Advance. Metroid Fusion and Metroid Zero Mission (a remake of the old school original Metroid on the Nintendo) and Castlevania: Aria of Sorrow (last Castlevania GBA game released) are awesome 2D action adventures! They're considered some of the best games on the GBA.

    I wish I had free examples for you but I don't. I know there's a Metroidvania like game called "The Iconoclasts" made using Construct Classic in development. Look that up, free demo exists. Also, look up the Metroid prototype using Construct 2 on YouTube.

  • Looks really great!

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  • Hello everyone. New member and artist here. I'm a relative noob to game maker tools and game development but I'm really determined to create my own game(s). I don't know any programming languages (slowly learning Javascript though) but I thought I could use a game maker to create something potentially great considering other people's work. I've been researching every different game creation tool I can find and I think I've narrowed down my choices to construct 2, gamesalad, and stencyl. These seem to be the easiest to "program" in without needing to know a serious programming language.

    I'm really liking Construct 2 because of its low one time license. Many of the other game maker tools I examined have higher costs, subscription fees, and/or additional costs for exporting to different platforms that turn me off from using them. I'm happy to spend money to make money. But at the same time, I don't want to be beholden to any company via yearly subscription so my games can work, be downloaded, etc. If I can get away with a one time purchase so I can do basically do everything every other game maker can do, I definitely want to do that. Now I'm wondering how Construct 2 compares to other tools when it comes to adding ads and IAPs support. I've noticed websites for tools like gamesalad and stencyl advertise how easily you can integrate ads and IAPs into your games. Like I said before, I don't know any programming languages. I'm assuming in order to integrate ads and IAPs into your Construct 2 games, you would have to use 3rd party extensions, plugins, deal directly with companies like iAd (or whatever they're all called) or personally code it into the game using the javascript editor? I know, I'm really showing my ignorance here guys, sorry. I'm curious, how easily can an artist like myself integrate ads and IAPs into a game?

    I want an robust engine that can export to other platforms (super especially android, ios, windows, mac), is easy to use, is reasonably priced, can make some money from and other good stuff I'd really like to know other peoples experiences with the different game makers on the market. I imagine plenty of you where in my same situation, trying to figure out what game maker best fitted your needs. So do those services charge a yearly subscription so you can interact with IAPs and ad systems in a simpler ways?

    I tried to keep this post as concise as possible. Let me restate my questions. How do Construct 2 developers go about integrating ads and IAPs into their games? I realize this question is like really broad. Can an artist with no programming skills add IAPs and ad systems to a game with at least moderate ease? And one more question which is actually a two part question. How complicated is it to export to android? From what I've read, Construct 2 requires an external apps like crosswalk, cocoon, or some other ones. Do those programs require addition coding skills? Ok, those are all my questions. Thanks for taking the time to read my post guys!

  • Woo hoo! Hello everyone, let's make some video games! I'm an art graduate from California. I'm mostly a 3D artist but I love 2D and want a chance to make more. My coding is nonexistent but I am familiar with some basic concepts. I want to make a game but just have the technical know-how right now. I'm finally trying to truly learn my first programming language, Javascript. With Javascript, I'll be able to make some Unity games In the meantime, I'm experimenting with different game making tools (mostly stencyl, gamesalad, and construct 2) so I can make a game to call my own.

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heyguy

Member since 18 Jul, 2014

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