facecrime's Forum Posts

  • I'm running out of ammo after a very short time, manage to take down one enemy at best.

    And I second the problem about bullets being invisible on some backgrounds.

    It has a few nice features like the bomb placement and the slo-mo death, but it's quite barebones in other important areas. Like the enemy behaviours, who leave little room for error. Some windows of opportunity in their behaviour to place an ideal attack or some repositioning to readjust one's aim would create a more varied combat experience.

    The bombing didnt seem to have much tactical depth, perhaps it could have more range and hurt enemies. or perhaps just stun them.

    Good start, flesh this out a bit, gonna be good!

  • Well done, nice game!

    I second the concerns about the level design though. The emey placement feels a bit random at times, many enemies can simply be avoided. You seem to go for some movement and timing challenges, too, which I believe could use a bit more interesting movement behaviour of the player to actually make those moments interesting. Controls are so accurate that these moments don't really challenge me.

    That said, I find the graphical style quite appealing. Just enough personal style in the linework and coloring to go as stylized. Personally I'm not missing any more fancy gfx features there. Although more focus on readability in the layout might not be a bad thing.

    BTW is it intentional that you can spam LMB in the blue hitzone? Feels a bit exploity. Also I was surprised that I can't seem to win against some enemies, possibly because my stats arent up to it yet? In that case it would only be fair to allow me to leave combat (some penalty included) when I realize that I can't win.

    Hope you take that for conctructive criticism, keep it up, I like it!

  • Nice idea and great execution.

    Would probably have made taking cover an active mechanic rather than a release-the-button thing, but thats just me.

    Keep it up!

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  • This looks to be freakin hot. Would love to get my hands on an early playable. Keep us posted!

  • Congrats on getting (another!) game on out Steam!

    It seems like your last one has only been out for a year, and already you're cranking out another one, great stuff.

    Will check it out, keep it up!

  • Smart!

    Always impressed with these focussed and well-executed projects.

    Keep it up and good luck!

  • looking pretty sweet!

    haven't got an android device but this looks slick. hope it plays as smoothly

    good luck with this!

  • Is working with a grid an option for you? Say you place a tree every 100 pixels and only randomize a limited offset to that regular interval

  • newt thanks for your example, helped me a bunch. I originally thought you were using LoS somehow to determine that intersection point, but I do of course also use it to check for range and actual LoS.

    but what I was really missing is retrieving that intersection point, and you just casually threw that in there. thanks again, exactly what I need.

    AllanR thanks for putting that together, very slick. it's actually close to what I had, but I need to get rid of the bullet behaviour for a few reasons.

    Here's what it looked like:

    That's of course smoother than what I'll be getting with pathfinding, but that's ok, cos the circular path doesn't matter so much

  • R0J0hound thank you for your example, and thanks for your ongoing patience and support for that matter!

    newt I'm aware that I'm losing the circluar route this way, but that's fine.

    I don't understand how you think I should use LoS to improve this. Can I get you to point me there?

  • First one is my trying to visualize what I want the resulting behaviour to look like instead of long text.

    Second one is what i found online, some bloke determining the intersection point of two circles (P3)

    For my situation that translates to:

    P0 is the player

    P1 is the enemy

    r0 being the circling range

    r1 being the destination distance

    and yes, P3 is what I want to find

  • Why, does that have some way of providing a position for my enemy to move to that I've been missing so far?

  • And while I'm here posting, can anyone suggest a better approach?

    I previously achieved this using a bullet behaviour and moving the enemy orthogonally while looking at the player.

    But using pathfinding just prevents collision issues with environment better.

  • Hi,

    (edit:) tl;dr: I want to create a position on a circle, found a formula for it, but am not sure what the highlighted part means (below)

    Quick context:

    My enemies are supposed to circle the player (roughly) when getting within a certain distance of him.

    I want to use pathfinding, so I simply want to create a position within said distance and have pf resolve movement.

    Now i found this online and it looks just like what i need; but I have trouble reading one particular line.

    a = (r02 - r12 + d2 ) / (2d)

    h = r0 sinP0 ((or) r1 sinP1)

    P2 = P0 + a ( P1 - P0 ) / d

    i.e.,

    x2 = x0 + a (x1 - x0) / d

    y2 = y0 + a (y1 - y0) / d

    x3 = x2 ± h ( y1 - y0 ) / d

    y3 = y2 ± h ( x1 - x0 ) / d

    So this translates nicely to my setup, my only trouble is that black line:

    what is "r0 sinP0"?

    sinus of a position vector, multiplied by the radius? is that what it's saying? how do i take sinus of a vector?

  • R0J0hound Alright, thanks a ton! It seems to work.

    For future reference or if you care to double check, this what it looks like:

    Wasn't sure where else the delta time needed to appear, but this seems to do as i intended (from a first glance)