tallenwebdev's Forum Posts

  • I don't know if this is possible, but if it is how do I do it? If this isn't possible could someone let me know if they think the best move would be to continue using my current topic, or to start a new updated topic. I'm leaning towards just keeping the current one.

  • Major update for the ARENA mode!

    There are 4 waves of enemies before a final endless wave. Along with the ARENA now being fully playable there is also a leader board for the most enemy kills in the Arena!

    Play now to earn your spot on the leader board!

  • EDIT: I re-exported and uploaded the file to the arcade. Everything is working now

  • I updated my game Escape is Possible, and some things that worked perfect in the editor are not working on the arcade. I don't know if there would be a better place for this topic, but I'm wondering how to prevent changes from editor to the arcade?

    My specific problem is that guards in the arena mode aren't shooting now, but they work perfectly well in the editor. Unless this is only happening on my pc.

  • An ARENA mode preview is now in game! Play the first wave of what will soon be many! Just follow this link : https://www.scirra.com/arcade/strategy-games/escape-is-possible-wip-12418 and go through the door to the ARENA!

    (screenshot from editor)

  • You could add the turret behavior to the enemies and have it initially disabled, and then when enemy has LOS enable turret behavior, and when enemy loses LOS disable the turret behavior. You would have spawn the enemy bullet 'on shoot' under the turret events. This will work, as long as I didn't forget some detail.

    This is the technique I use in my current project Escape is Possible. If you'd like to see it in action then click the link in my signature.

  • Oh, that is a lot of objects! I guess I would just recommend that next time you delete as you go, sorry I couldn't help out. Hope you find a solution!

  • In the project bar under objects you can right click on the object you want to get rid of and click delete. I'll upload a screen shot if you aren't sure what I mean. I don't know of a way to do this for all unused object types at once, but it shouldn't be too much hassle to right click and delete each one. Hope I helped!

  • Your work looks great! Could you take a look at either my game or my forum post (link to both in my signature), and let me know if you think you could do something for my specific project? If you could do the top-down style similar to the free assets I'm currently using, I would be interested in discussing prices. I think I may want to develop my game a little farther first, but please let me know and maybe we can wind up doing business together.

    The reason I ask for you to look at my project is because your work looks great, but I don't see any top-down stuff like what I'm looking for.

  • Here's a (not the best quality) GIF showing the most recent update of the game. I'm constantly working on the game and have potentially big plans for it! Please if you have interest in helping with the art or even just want to give me input on features I should add, shoot me a PM or reply to this thread!!!

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  • AceWay I love the look! And I'd love to hear that story haha!

    Here's a look at my newest update to Escape Is Possible, the biggest new feature being the health system and blood 'splatter' on the screen. (Sorry for the GIF quality, had to optimize due to original file size and I didn't center the screencasting window)

  • Decided to put out another quick update before focusing on ARENA mode. Here's the changelog:

    *Faster bullet speed

    *Thinner bullets

    *Player health system

    *Bloody screen when player is hurt

    *Heavy breathing sound when player is hurt

    *Enemy guards use predictive aim

    These changes make the game much more immersive and the difficulty is both harder and easier at the same time with the new health system.

    Here's a little GIF showing the changes! (the GIF is grainy due to having to optimize it's file size)

  • Also the problem you are probably having is that, unless I'm mistaken, bullet behavior and the solid behavior don't go very well together. Since the bullet behavior means that the object will only move forward at a specified speed, it can't naturally change it's motion just because it collides/overlaps with another object.

  • You could give the object an instance variable named "hasBeenHit" and set it initially to say 0. Then on collision set that instance variable to 1, and have the animation change according to the value of the instance variable.

    Just one way of probably many. Hope I helped!

    EDIT: Just saw that you want to change animation frame... same as I previously wrote, but have the frame change according to the instance variables value.

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