PrinceofMars's Forum Posts

  • love that explosion

  • Hello PrinceofMars , sorry for bothering you on a solved post, I'm developing a shmup too, bullet hell genre to be precise, and i got curious while looking at you wave events, do you mind spending a few words to tell me how you managed the wave system ?

    Sure, I would love to but do keep in mind, I am a total amateur at programing and there might be better ways of doing things, first off I have a bunch of global variables

    game time = which keeps a track on how many seconds have passed into game

    body count= how many enemies have died this gets added to not only when a player kills one, but also when one gets off screen

    wave = the enemies come in waves once one wave is destroyed the next will appear.

    so say it is wave 8 and i have killed 20 enemies the programing will say

    System wave < 9

    System bodycount = 20 System Add 1 to wave

    that way I can switch to what ever wave I want when i need to test the game

  • solved it, I just had to make a separate state for every enemy now I just need to spend an evening making all the states for every enemy in the game slow and tedious work, but being able to play my game at 50 fps on a tablet will make it worth while

  • Try putting a wait=0 between the last set 101 and set 102. I don't think you need the trigger once in the enemy spawn condition since you are controlling it via enemy count #.. you want it to always keep 5 spawned, correct? 3 die it spawns up to 5, repeat?

    Also, why so many instances of the same sprite? You could cut your item count dramatically by deleting all identical ones and creating them on the fly from 1 persistent one off screen.

    the image i posted was to show what I wanted to change I was hoping to delete all those sprites and only have 1 of each enemy type on the layout

    the idea was to spawn just 5 once the bodycount reaches 5 the object spawner would change state which would spawn the next wave of enemies.

    Move the Set state to 102[.b] to the top, rather than the bottom. It's taking 2.5 seconds to reach that line, that is stopping your spawn code. (The Trigger once in event 30 is't going to work.)

    I tried putting the state change line up top still did'nt help C2 still seems to be creating 100 enemies at a time

  • hello everyone I have been working on a shmup for about 2 months now and while it has perfect frame rate on the pc I just tested it on the tablet and the fps drops to about 12 fps and I know the reason why it is because I have way to many objects just sitting there on the layout ready to go

    so i am trying to make a sprite called the object spawner and it spawn enemies on the fly

    But it is spawning WAY to many enemies, It looks like there are just 5 enemies on screen, but when I shoot them the body count (a global variable I use to keep track of how many enemies the player has shoot down so I can bring in the next wave) it says I have shoot down 500 instead of just 5 I added a new global variable called enemy count but that does not seem to help any advice would be appreciated

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  • Nice to see this is still being made. The city has a lovely sense of scale it really feels dark and depressing in a good way

  • The controls seemed tight and the game was fun, I am really not sure what more feedback I could give you apart form keep up the good work.

  • Slow travels..

    oh it's so pretty

  • The pixel art is really great! Looking forward to seeing it in action.

    Dammit, I love steampunk and I love pixel art! Pretty excited to see this -- among other things, your first sprite (the huge flying warship) and the town/city background really stand out. That gameplay gif looks awesome, jaw dropped when the buildings came in and the warship floated up.

    Keep it up and keep going, I think this deserves hype!

    I am doing some art for my fight game and I know how difficult it is. I still dont know how to deal with colors.

    are you going to release it for PC too, or just tablet (mobile devices)?

    Compliments positive feedback!!!!! just what's needed, thank all you so much.

    nemezes I will let you in on a little secret I am crap with colors too, so what I do is once I have drawn the outline of my sprite by drawing over my sketch in photoshop I then open up the folder on my computer where I keep sprites from the metal slug games, then I use the colors from them.

    I will release the game on everything it plays slightly better on the PC since it sometimes slows down a little bit on a tablet when a lot is happening at once.

    Once the first level is finished I will put it on the scirra arcade as a demo

  • nice artwork.. cool pixel art

    also, it has a good gameplay.

    Thanks buddy very few people have seemed to take an interest in this one so it's really great to finally have someone come along and say something nice

  • testing Death From Above on my tablet

  • sine of course i don't surpose you could post a example?

    (edit) I just tried sine a behavior I honestly forgot existed and died in 2 clicks what took me almost an hour before I can't believe I was so stupid that said if any knows of a plug-in which lets you quickly program waypoints I would appreciate it

  • hello everyone I am trying to create a shmup in construct 2 a shmup is an old type of arcade game where the player must avoid bullets and enemy ships which fly at the player in patterns I have not seen any other games made with C2 like this there are space shooter games, but the enemies in those games seem to be randomised anyway, I was wondering what would be the quickest and best way to control the patterns of the enemies here is an example of the sort of thing I want to make

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    right now I am using the Moveto plugin but that is taking forever since I have to enter the destination x and y for every place I want the enemy to head to is there a plug in which lets me just place waypoints?

    This is what it is like for me to create just one wave of enemies