Shadowdawnz's Forum Posts

  • Honestly to save some time you shouldn't really have to do all that for controls. You can just have it automatically detect the input.

    So lets say they hit space or they hit the left click or the gamepad A Button since they will do the same thing just make a 'OR' statement in the condition.

    if SPACEBAR or MOUSE LEFT or GAMEPAD A Button DO THIS.

    Just a thought but you don't have to do it that way if you don't want to. Saves them from having to tell the game which one. The easier to get right into game the better. All they need to know is the control.

    Any other way would just add unnecessary work and redundancy in your event sheet.

    EXAMPLE

    > if SPACEBAR or MOUSE LEFT or GAMEPAD A Button -- PLAYER ATTACK.
    
    VS
    
    if CONTROL is KEYBOARD
             Iif SPACEBAR -- PLAYER ATTACK
    if CONTROL is KEYBOARD/MOUSE
             if MOUSELEFT CLICK -- PLAYER ATTACK
    if CONTROL is GAMEPAD
             if GAMEPAD A --PLAYER ATTACK[/code:3tkfbrh4]
    

    Unfortunately, the movement configurations i used for the keyboard won't work with mouse but most of what you said works. Like for attacks.. I've completed the implementation of the mouse already. I'm still testing it though. Appreciate your input.

  • Awesome. Thanx guys. +1 to all of you.

    I designed the game with just keyboard in mind, considering laptop users that might not want to plug their mouse in. Instead, I'll add the ability for user to choose keyboard, mouse/keyboard or gamepad on my next build.

    I'll also look into the attack issue as well. I've had other testers say the same thing.

    I did forget to update the control screen but there is "Shift" for running and when you press "B" it will pause the screen and show you stats. I'll make sure it's clearer.

    NP +1 just mean I agree with what Dhoeke stated . Well for me I think now just IMO use the keyboard for movement and the mouse clicks for attack and block like left for attack right button for block. Because I get a bit finger tied if I want to attack and back up at the same time or block. Don't seem like the most conventional controls. That is what killed me from playing certain games when they strayed from the norm. Usually shift would be used for running. But that is just my opinion it easier for the user to play if it uses something they already learned. Maybe a pause screen so that they can see the controls whenever they need to.

    Did you change something since I last played??

    Yes, I did change something. I did a quick fix to the loadout screen, where when the user died and came back to the screen everything would be unequiped. I also fixed a little bug with the AI strength incrementing exponentially, ignoring the armor you choose.

  • Great start to things but +1 what dhoeke says. Can't wait to see where you take this.

    Thank you PhoenixNightly! Sorry for sounding naive but how do I +1?

    Also, what kind of frame rate are you guys getting when playing the game?

  • Congrats on your first game, man!

    I find it very hard to get into. The game is not very responsive, everything comes with a delay (like, for instance, when you press space, it takes almost 1-2 seconds until the character reacts). Also, you could maybe make the overall menu handling a little easier. Don't let players go out there without a weapon, it's dangerous out there! And save the setup so players don't have to re-setup it over and over.

    I never got further than killing one zombie and I was frustrated since I went out there without even a stick multiple times. But I see where you are going with the design, I think it has quite a potential. Keep it up!

    Thank you for your feedback. I'll make the changes you suggested.

  • Your link doesn't seem to be working.

    Apparently, Dropbox is down atm.

  • > You shouldn't expect people to just "do it for you." First off, that's entitlement. Second off, you have almost no information.

    >

    > Especially if this is for a school project you should do the research yourself. Use the tutorials section, YouTube, Google, and if that doesn't work, you should post in the correct forum section with much more information.

    >

    Ive done it now anyway. Trust me my friend ive been learning this and trying this for a month now and I looked on old forum posts and everything. I was desperate as the deadline is Friday. I posted this in another section. I got the help i needed...

    Although I agree with DatapawWolf, I think you just needed to phrase your request differently but I'm glad you got your help in the end. I was gonna help but I wanted to know if you were hoping to publish your work for revenue or what not.

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  • Hey guys/gals.

    This is embarrasing, I realized I never introduced myself when I created my account or made my first post. My name is Jeff! I'm still relatively new to the forums but not new to Construct 2. Enjoyed playing games for a long time and decided it's about time to contribute to the gaming community. I think, Construct 2 community is a great community and can't wait to see all the projects from other talented developers.

    Take care!

  • Hi developers and enthusiast,

    I'm very excited to share my first game with you all and welcome any feedback on the current build of the game.

    Thank you!

    [Updated 05/02/2015]

    https://dl.dropboxusercontent.com/u/767 ... index.html

  • If you don't mind me asking, what are your intentions with this game when it's complete?

  • I'm looking for an artist of any experience level.

    Here is a link and a screenshot of the game so far. If you feel like you can contribute to the art style then send me a shout.

    game link https://dl.dropboxusercontent.com/u/767 ... index.html

  • I like the animation.

  • Here are 2 screenshots of my wip

  • hi,

    I tried:

    Every 0,1 seconds:

    Create object on (circle.X + cos(random(360) * circle.width/2), circle.Y + sin(random(360) * circle.width/2)];

    My wish is that the objects are all created at a random place, within the circle, not overlapping the outside of this circle.

    This did not work for me.

    Do you have another suggestion?

    I think I am looking for a way to spawn objects at an x distance pixels from the middle of a circle.

    If I worked with a square, this would have been no problem.

    Circles provide more complexity.

    I didnt not try with circles, only with squares.

    Unfortunately, my math is limited at this point in time.

    Hi Shadowdawnz - it's no problem replying to old posts because the discussion is often useful to someone else who finds the threads much later on.

    That is true.

  • touch 0 end - create objects on [square.X + random(-square.width/2, square.width/2), square.Y + random(-square.height/2, square.height/2)];

    it's an approach of a square.

    If I remember my last solution for it, I'll come here and share.

    Edited:

    If your radius is the same circle width/2, use:

    = Touch 0 end

    -> Create objects on [circle.X + cos(random(360) * circle.width/2), circle.Y + sin(random(360) * circle.width/2)];

    Forgive me for replying to an old post. Just wanted to tell anyone else that might want to know how to solve this problem. This solution worked really great for me. Thanx guys.