roguecore's Recent Forum Activity

  • I don't know what the BG image is, but it looks interesting and I like the fact that it moves.

    Would be awesome if it was interactive.

    I tested some interactivity on the background and it was pretty distracting. It looked cool but didn't fit for a webpage background. When I get music added I might make the effect pulse with the music a bit and maybe flash some subtle color on it.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • randomly Thanks for the feedback! I'll make sure to add a loading screen on the next update. The black square is going to show a screenshot or preview of the link you're hovering over. I had considered making the background change with the cursor position but thought it would be way too distracting. I think I'll try it out and see how it looks though. I've been struggling a bit with the colors but I think I have an idea to bring it to life a bit...

  • Should I keep going with this look or flush it like a turd and start over? Thanks!

    http://www.cargocultgaming.com/

  • You do not have permission to view this post

  • You do not have permission to view this post

  • >

    > > in this small tutorial game that I made, all the solids is one tilemap (just one object), then I "cover" it with another tilemap. so, with 2 objects, I get all the static solids of the game. you can download the source code of the game and see how I made it. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    > >

    > > https://www.scirra.com/arcade/tutorial- ... game-10855

    > >

    >

    > Not bad! I like the music and visual style. What happens if you want to remove a brick? Can you edit the tilemap during runtime? When the brick shows cracks are you just spawning a sprite on top of the tilemap?

    >

    Yes, you can destroy it. You need to do a few things before anything:

    1- Solid tilemap and the respective Tilemap with all the graphics must have the same size.

    2- The same for the array. (e.g an array with 50 width and 20 height correspond to a tilemap of 1600 by 640 if tiles measure 32px (50*32 = 1600 and 32*20 = 640)

    3- once done it all your map will be manageable because you now can use your array since every cell of the array correspond to a tile on the screen.

    4-If you want to destroy some foliage on the map with your bullet... on destroy get the bullet's position, convert the x and y coordinate into tiles and now you know which tile to destroy.

    Let me know if an example in capx is needed.

    Good advice! I think I will use this technique in my game <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I use "proxy object" in my example to call big images when it will about to appear on screen. You won't notice what's happening till using debug mode.

    https://dl.dropboxusercontent.com/u/659 ... latfo.capx

    Nice! Looks like we're basically doing the same thing I just store the locations in an array instead of a proxy object.

  • looks cool!

    why looking for an artist, those graphics look great?

    are they not orig?...if they are keep 'em!

    I agree! I like the look of it

  • I looked at your project, I think maybe if you make an invisible object that has follows the Y position of the mouse always but only follows the X position of the mouse if it is in front of the truck. Then have the turret point at this object instead of the actual mouse position.

  • You do not have permission to view this post

  • You do not have permission to view this post

  • Keep going!

roguecore's avatar

roguecore

Member since 20 Nov, 2014

Twitter
roguecore has 1 followers

Connect with roguecore

Trophy Case

  • 10-Year Club
  • Email Verified

Progress

11/44
How to earn trophies