PixelRebirth's Recent Forum Activity

  • Yes it would work like that. But why are you using Random(101)? That's not accurate.

    Use Random(100), make the range for obj1 0-49, obj2 50-79 and obj3 80-99.

  • Looking very impressive so far.

    Finally a project which seems to take full advantage of Contruct's potential. Can't wait to see more of this game.

  • I honestly don't think the pixel style of the GUI does mix well with the rest of the game graphics. It just doesn't feel right, but that's just my opinion.

    I can't really decide which of the two possible ways to control the attacking would suit the game better (without trying it out myself). Holding down the mouse button sounds more comfortable though. Wouldn't have to repeatedly click on the enemy like a madman that way.

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  • That was an easy fix.

    Just remove the OR from the following event:

    <img src="http://img177.imageshack.us/img177/687/zombieprobke3.png">

    You should be fine now.

  • Just change the last event. Replace the ELSE condition with

    Houseitem Value 'active' Not equal to 1

    and it will work.

  • No problem. Zombie games need to be supported you know.

    Don't hesitate to ask if there's anything else you need help with.

    Looking forward to dismember some dead meat.

  • That's a nice start!

    I changed a few things in your cap. You can only pick up one item at once now.

    I added another global called Marked and a private variable of the same name for the playerbox. The variable stores the UID of the first object it's overlapping and won't allow another object to be selected until that object isn't overlapping anymore.

    Oh well I'm not really good in explaining what I did here and probably there's a better way to do it. Maybe you can figure it out by looking at the events.

    I also changed the sampling to point, cause I figured it would suit the pixel style graphics better than linear. And I added a counter that shows the inventory status. Just to get a little more overview.

    Just throw out what you don't like...

    Any questions feel free to ask.

    Oh yes, here's the cap.

  • Finally somebody coming up with a zombie game. It's long overdue if you ask me.

    Your plans sound very ambitious, good luck with it!

    Too bad I couldn't download the cap. Mediafire gives invalid file error.

  • I'm usually not into prerendered graphics. But your level of quality is so high, that even I tend to like it.

    Let us see more!

  • Ah yes it's called Bejeweled. I seriously couldn't think of the name. That shareware game I mentioned had a different title, but I guess it was just some random Bejeweled clone.

    [quote:2ewn1vgu]The only thing I can suggest which would make it a little more tacitcal would be to have the remaining skulls "drop" and fill up the empty gaps.

    I wanted it to be that way when I started working on the game, but ended up using skulls that don't drop down. Maybe also because I was a little lazy.

    In the meantime I've given it some thought and there will be a major addition to the gameplay. But it probably won't include dropping skulls. Will share an updated version as soon as it is done.

    And thanks for the comments.

  • Construct already supports .mp3, .mid and some more.

    Maybe you didn't fully understand how to use the Xaudio2 object. I suggest you check out the wiki.

  • I've never attempted a puzzle game before, but when I played some old shareware game lately I thought I might be able to recreate this in Construct.

    It's not an exact clone of that game and I'm using a completely different setting too.

    Your goal is to clear the crypt from the skulls. You play three rounds. The first lasts 60, the second 50 and the final third round 40 seconds. There are skulls in four different colors. You can swap one skull with another that's next to him. If you have at least 3 skulls of the same color in a row (vertically or horizontally)they will be destroyed. You can only swap skulls, not move a skull to an empty space. The more skulls you destroy at once the more points you get. If you swap skulls without destroying anything, you will get a score penalty. In round one it's only 1% penalty per bad swap, in round two it's already 5% and in round three it's an asswooping penalty of 10%. The final score is the sum of all three rounds. Round two will be doubled and round three, you guessed it, tripled.

    I guess that kind of explains it all.

    I've been only working on this for 5 days, so the graphics (and many other things)aren't finished yet. After all it's not even a pixel game, which is very unusual for me.

    Controls

    Left click = SELECT/SWAP

    Right click = DESELECT

    Space = Start game/back to title when finished

    Okay, check it out and give me some feedback.

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PixelRebirth

Member since 26 Mar, 2008

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