liquidmetal's Recent Forum Activity

  • The art style has something hypnotic about it. It is also quite addictive. Two thumbs up!

  • For a first game this was very good. I liked the level design very much. You got talent!

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  • Looks beautiful. Could be used for some kind of spell casting effect.

  • I don't see why it would look better. You set the layer visible which makes the text box pop up. What would be the difference?

  • Thanks for sharing these examples!

  • I always place these kind of text boxes outside the layout with a deactivated fade behaviour and implement the following event:

    system / trigger once while true

    system / distance(player.x, player.y, object.x, object.y) <= whatever

    \\> textbox -> set position to element.x, element.y -100 (makes it appear above the element)

    wait 2.0 seconds

    activate fade behaviour (destroy after fade out)

    This is one event with two conditions. Trigger once while true prevents it from resetting the textbox every tick.

  • I assume it is determined on the basis of your skills as well on your experience with larger projects.

  • Now it is much better balanced! But there should be some lifebar to tell the player how many tries are left.

  • Pretty cool! To tell you the truth: I would use them both. The first one for the earlier sequences to give a wider outlook on the game world and to communicate the sensation of a vast world ripe to explore and the second one for mid-/ endgame giving the game an aesthetical highlight.

    The first picture creates the impression of tranquility and clear air whereas the second one implicates a humid climate. I can't help but the second picture looks to me like the base of exactly that mountain that is shown on the first image in the background!

    So the first picture is more focused - that is out of question. But I would use the sprites from the second one for special portions of the game where dense understory or thickets of young trees would block visibility. I would also tone down the colors of the background plants a little bit to distinguish the background from the foreground.

  • LittleStain

    Neat .capx! Thank you very much for sharing. It did not come to my mind to use the dictionary add on for tasks like this!

    In case you still want to make a tutorial on this topic: The tutorials are back and new tutorials can be added again.

  • LittleStain

    Uh.. you got me wrong! I meant: What is the best way to tell construct 2 to choose a specific direction when two buttons are pressed.

    My problem was to make a vessel in a top down shooter simultaneously fly up and right. But the animation should stick with "fly up". Only when the player releases the up button the animation should turn right. So the controls are automatically provided by the 8-direction behaviour but the animations gave me something to think about since I took the wrong approach: I assumed I had to manipulate the 8-direction behaviour in some fancy way but the effect can be easily achived by using instance variables which are triggered by the combination and the release of the various buttons.

  • Hmmm... hard to tell since the the pictures don't include the player character or some enemies. Also they are cropped so I can't tell you if it feels to repetitive for me. Maybe you could upload two complete game screens for comparison.

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liquidmetal

Member since 13 Aug, 2014

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