Lou Bagel's Forum Posts

  • Basics of game:

    Zombie defense game where you are in the middle of the screen and zombies come from 4 directions (Upper left, lower left, upper right, lower right). You touch/click on 4 quadrants of the screen to shoot at zombies coming from that direction. Before shooting player moves to designated spot for that direction, as you can see in the first gif in the first post. The movement, opposed to standing in one position, can create a bit of strategy as more moving less time firing.

    The player will be in some kind of light barricade, as in like a waist high 'wall'. Zombies will take a little time to climb over, but obviously you know what happens if they do. Probably add a melee attack for killing zombies against/on-top-of the wall.

    That is basically the gist of the initial goal of the game—pretty simple and straightforward. Once that is perfected I can think about adding different weapons, enemies, locations, leveling up, exploration/scavenging between waves, etc—but that is definitely outside the scope of the initial goal.

    Thanks,

    Next up: will post a screenshot of some events and quick explanation, for those interested

  • Hey thats great your diving deeper into game making. If you want to have more chances to complete a full project just figure out a simple game mechanic and then build the game around that. Sometimes throw idea's into a text document (notepad) and from there go figure out what is simplest for you to implement and whats not.

    Yes, this should be a very simple game mechanic. Thanks for the comment

  • Hello friends,

    I'm a hobbyist at this, game development and pixel art that is, meaning I don't put too much time into it and not my first priority. So probably like a lot of you, I have started many projects. Some just to try stuff out; many too over-ambitious. I haven't finished anything.

    So the other day I had an idea for a simple little game. The more I thought about it the more I realized I should put all the other projects on hold (that I probably won't finish) and see if I can actually get this idea done.

    Why did I create this thread?

    • Hold myself accountable
    • Help out others by posting progress, event screenshots, and answer questions (like "how did you do that?", so feel free to ask)
    • Encouragement or tips from feedback
    • I like to share. People can try out the game if they think its cool

    So right now is actually end of day 2 (which as a hobbyist that is 2 hours of work per day).

    I will go back and explain more when I get a chance but here are two GIFs for now:

    Setup a queue and movement system:

    Tap screen and destination will go to back of queue. Once done with one item in queue will proceed to next

    First draft of shooting animation:

    Not sure if this will be placeholder or close to what I want. Right now just want anything decent so testing is more enjoyable

    Once I get time I will go back and explain a little more about what the game will be and/or how some of this was event-ed.

    Thanks for reading! More to come soon! (hopefully)

  • Police Station to go with the donuts.

    Haha, I'll write that on the "todo list"

    Updated Progress

    Unfortunately I think I need to work on some smaller projects first. This one is starting to get hard to get colors to mesh well since I started so many separate assets (without unified color palette)

  • I have a small issue with camera currently, wonder if anyone can shed some light to this:

    I use "Is on-screen" to spawn enemies.

    I have a camera object with "scrollTo"

    Whenever entering a scene, all enemies between the top left corner of the scene and the start position of the player get spawned. It's as if the scrollTo goes over the whole scene from the default position even if I set the position to player "on start of layout"

    I know the camera will always start in the top left corner. I used to lerp() the camera to the player and when starting it would pan from the top left to wherever I started the player. Maybe a simple fix is to have the spawn events in a group which you have disabled. Then enable the group after the camera gets set to it's beginning location. Does that sound practical?

  • I wasn't always a fan of pixel art. But I like all of them.

    Need a water cooler or a police station.

    Ha, thanks!

    Police station?

    And I have worked on water cooler:

    https://twitter.com/loubagelcombo5/status/751822724020834305

    (sorry, no image uploaded right now and on my phone)

  • Would just do "Player is on Ground" simulate Jump

    That way the cycle won't be broken if it misses a trigger

  • Maydie can you have the sprites invisible and turn them visible when needed? Or have them off screen and set their location? I don't think spawning 600 sprites at once is a good idea

  • 99 dollars? Do you mean 99 cents? LOL

  • > You can definitely use php to send an e-mail from a server. You can redirect using the browser events.

    >

    I am not a programmer

    and I don't know such things how to do

    For Browser:

    • Double Click layout screen
    • Add Browser
    • On events page add the action to change/redirect URL

    For PHP:

    • Typically you would have your own server/web hosting but there may be free ways you can use other servers for this. So google a solution for that if you don't have your own hosting
    • Go go layout screen, double click and add AJAX
    • On Event page use AJAX to send POST
    • Google a php template for e-mail or look for a tutorial on here. It may look intimidating if you don't know anything but you usually don't need to change anything at all except the names of the variables (to match what you send in the AJAX post) and maybe deleting some fields/variables you don't need (CC; BCC; Senders name; Subject; etc depending on template you choose)

    Using PHP to send e-mail is very common so many tutorials out there and using AJAX in construct to send data to a PHP script is fairly common and have seen several tutorials and posts.

  • Just had a thought and wondered if anyone else has done it or thought it through:

    For an RPG style game would it make sense to use pathfinding for the NPCs?

    Think like in a town and cut scenes, as in not action. That way when you want to have them move they will move around the player and other NPCs instead of in the classic RPGs where random townspeople would run into you and walls and such.

    This would mean having to give the player and all NPCs the solid behavior, correct? Will that have any unwanted affects?

  • I think that is the easy way but idk i will try it, i will come back!

    I was actually asking a clarifying question. You say you don't want them to collide/overlap, which to me those are two separate things. Collide would be bouncing off each other where overlap does not. So I was asking if you wanted neither to happen and them to avoid each other in pathfinding.

    One simple thought would to be make use of the pathfinding cost. So if after one instance choose a path add cost to that path to encourage others to choose a different path.

    If your layout isn't too maze-like (not too many obstacles) I would think about ditching pathfinding behavior and make some events to avoid obstacles. Something as simple as pick nearest (obstacle) instance, if angle(player.x, player.y, obstacle.x, obstacle.y)-player.movement.angleofmovement is between -15 and 15 then alter the course could work.

    These suggestions won't make the AI look as intelligent as some of the more elaborate suggested solutions. But you may want to take that into consideration, the intelligence of your enemy, when designing the AI for it. If low intelligence or making a goofy game you can have the object change course on collision even. If this is for a zombie wouldn't you rather have it running into stuff instead of flawlessly navigating a maze-like layout?

  • You can definitely use php to send an e-mail from a server. You can redirect using the browser events.

  • Do you mean they don't collide as in they avoid each other? Or take an alternate route if other zombie is already taking a route?

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  • Speaking of server, tt seems like the only foolproof way to make a game like that is to store some info on a server.