lionz's Forum Posts

  • korbaach

    ahh that's a nice file. I feel like I already know more about arrays. +1

  • Which saving to memory process are you referring to ?

  • zatyka

    true, I should stop being lazy and just buy it.

    Theme announced in 7 hours woo!

  • There isn't a decimal point on number pads is there? So you should be fine in the end environment.

  • Here it comes. I wonder if it's possible to produce a game with the trial version of C2 hmm.

  • aw just 3 billion dollars

  • Hi delusan

    You can make use of the 'Set Animation' action.

    Firstly you'll need to create the damage animation. If you double click the sprite in the main area of C2 you'll see a list of animations pop up. You can right-click here and create an animation called Damage and then drop the relevant image(s) in. This could be one or many frames.

    Then on the event sheet, wherever the logic is for taking damage, choose the action 'Set Animation' and choose the 'Damage' animation you created.

    You'll also need to create some logic for when the player is NOT taking damage, to set the animation back to the original image.

  • is it because you just trigger it once and if the player and enemy are still colliding there's nothing to retrigger it? this can be solved easily by creating some debug to check what the values of isHit and isHitCooldown are doing when the player and the enemy collide. If you want me to fix it can you cut the project down to less than 100 events, thanks.

  • thanks for the response!

    Dead Block looks good, obviously I was thinking of a 2D idea though that i can make in C2, won't be as in depth as this game. Hopefully I can translate those elements to 2D well enough.

    I haven't 100% thought out character roles, I would make it and see which stats and abilities would make sense to improve over the course of the level, test out a few and see what happens. The musician guy was just a 'distraction' type ability so anything would do really, a flute would work.

  • I went looking for it in game development, design and ideas section tbh but it's OK here. It'll be my first one, I am ready for the theme announcement!

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  • Getting through Undertale on Steam, which I would recommend to anyone. Funny RPG!

  • Just wanted to get someone (anyone's) thoughts on this game idea then I might go ahead with it.

    I wanted to combine the god-like abilities, construction and stats from a rollercoaster tycoon type game with survival horror.

    Basically you start off in a room, zombies are trying to push through a door, which is on a timer. Eventually they push through and take over the room.

    The game plays on a map with rooms that become visible as soon as the player enters across into it.

    You start with a key which unlocks the next long corridor, which the player can then move into by selecting the character and pointing at the room, simple enough so far.

    The next corridor has doors that show the outlines of various rooms. Now zombies are attempting to break into the corridor, having taken over the first room. Points accumulate (or something of that nature) that allows the player to build various rooms. The character is waiting for you to build one or they will be killed by the zombies. When you have enough points, you build a new room but you can select any of the outlined rooms then the character can move into it. Also thought of incorporating an idea where you can destroy rooms that you don't need to give you a quick points boost and build other more advantageous rooms for the situation.

    Along the way you come across other survivors with varying abilities i.e. a scientist guy 'ponders' and researches rooms so you can see what the outlined ones are going to be before you unlock them, and he also discovers hidden rooms if 'pondering' for long enough,. a musician guy that uses his guitar to slow down or distract the zombies, possibly a guy who just has a gun to take out zombies giving you more time but has to locate ammo quickly before rooms are lost.

    The point of the game is to unlock the rooms against the clock, move characters to the right places so they can level up their abilities. They wait for you to build the rooms and tell them what to do.

    If characters stay in or are trapped in a room by zombies then you see a 'CHARACTER WAS LOST' thing show up, as the room fades out and is 'lost', overtaken by zombies, such as in the very first room. So you don't need to escape with everyone but losing them can lose some abilities.

    In the end the outcome of the game is a rating based on who was rescued, time remaining, achievements based on finding hidden things.

    i also thought of designing the game where the first main character can complete it just by doing nothing other than walking through the level doing nothing special, but obviously you miss out on most things and get a wuss rating so you don't even pass the level - but it's still possible! : D

    So what do you think? Anything to add? There was something kinda fun to me about a character stood calling the player a 'muthafcka' whilst waiting for you to build a room for him to move to so he isn't left to the invading zombie horde.

  • I'm entering. Is there another Ludum Dare post or something? I would have expected more users to respond. Good luck!

  • Hi, i've not been on in about 2 years but I'm checking back in to work on an RTS.

    I like to help people out on the forums as well so will get back to remembering how to use this thing.

  • Disable collision on the buttons you don't want to be clicked. Send the .capx file if you want, this should be easy to do.

    Sometimes for this kind of thing I like to set up a global variable for MenuButtonEnabled, which has values of Yes or No. Where you have the 'on click' actions for each button, put these actions under when MenuButtonEnabled=Yes. During the 3 second timer when Play is clicked, set MenuButtonEnabled to No.