facecrime's Forum Posts

  • mekonbekon

    that's it I expected parallaxing to do that for me.

    beautifully easy solution, thanks for the example also!

  • mekonbekon

    that sounds interesting, not sure how this would work, are you saying you'd scale entire layers?

    NetOne

    thanks for the writeup! the logic sounds straight forward enough. Now I'd love if there was a behavior to assign to my object families, else I could only think of going through tags to mark the scaling objects and have a bnuch of new variables on each of these objects to set all those depth parameters.

    Would you have better concepts to assign logic to the objects?

  • Hi everyone,

    was wondering how to best do a simple per-object parallaxing to create a fake 3d effect, like they do e.g. on the trees in Darkwood?

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    Using C2's layer parallaxing is hard to control; perhaps this is something to best do in a dedicated behavior? (not like I was capable of that ...) I imagine a container of two objects, one on the ground, staying in place, the other one panning within a height-dependent offset, based on it's position on screen - assuming that the player is always in the center of the screen.

    Does anyone know of available solutions or approaches for this kind of thing?

  • Really nice work! Appealing style, motivating flow, great execution!

    Good luck with this project!

  • Brilliant! Would love to see a polished and performant version of this

    You think your technique allows for textures and npcs?

  • So the prospect of animating those organic characters seemed like I'm biting more than I can chew.

    I experimented a fair bit, tried to find a simple and easy to produce style. And I just didn't get it to work.

    I found a style that feels appropriate to the gameplay I want. It works for technical stuff, and I still havent resolved the organic enemies yet. I'll probably rather rethink my character designs and make them fit the mechanical style. It's all more work intensive then I'd hoped, but I feel better about it.

    Here's what I'll be going for, will be working towards a minimal must-have tile set for now. The mechs are meant to be player vehicles, the legs are placeholders.

  • Thank you for the detailed response! Gives me a good idea of how you did it.

    This kind of system is the most interesting thing when making randomized/procedural games.

    I occasionally ponder trying my hand at this kind of thing, but I never quite get around to it.

    Hope you have a good ad system in place, I think that's where the most revenue can be generated with this sort of project.

    Thanks again for sharing, and good luck

  • Pretty sweet, good luck with the game!

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  • Your the selection of placed obstacles seem to take their predecessors into account, like no double police cars in sequence on the same lane, or in general the e increasing frequency of lane changes. I'd like to know how the obstacle placement is controlled to create increasing difficulty but also avoid repetition (if it does).

    I can think of ways to query these things, but i was wondering if you had a particular setup to handle it efficiently?

  • Nice project, fun too! Congrats on the release.

    Would be curious, if you don't mind talking about it, how you set up the procedural progression of 'encounters'?

  • Love it!

    Agree with all that's been said

  • I like what you're doing here!

    Hope you'll be investing some more love in the side aswell. Orientation is really hard and a bit of scenery would introduce some exploratory quality to the maze liek structure, eventhough I fully understand why you would try to cut the graphics part short.

  • pretty clever and well executed!

  • I'm not on android, but I'd be curious. At first it looked like a lane runner but seeing the multiple ships that doesn't seem to fit. How does it work?

    Congrats on the completed project anyways!

  • Nice project, congrats on pulling it off!

    The art is of course to pick your battles wisely, but personally I would have loved a bit more polish, you know, all the bells and whistles, like some more animation and visual reward. But like I said, its only by setting the right scope that you get to finish and release anything, so well done and best of luck with the game!