mudmask's Recent Forum Activity

  • pcprice76 just out of curiosity, what did you end up doing to remedy this?

  • 11/14 Update - released!

    Hello everyone! Thanks so much for all the feedback - excited to announce that this is out now on the Scirra Store!

    https://www.scirra.com/store/royalty-fr ... plate-3025

    Youtube Link:

    Subscribe to Construct videos now

    Some Screenshots

    Features:

    -Original 16bit, SNES era Pixel Artwork

    -Simple, Modular Enemy AI

    -Automatic Progress Saving

    -Basic Level Select and 3 playable levels

    -Built in TMX Parsing for quick & easy level creation

    -Classic Power Up system

    -Fully Commented Code

    -Rich Retro Music and Sound Effects

    -TMX and PSD files included

    -Inspired by one of the greatest gaming series of all time

    -No 3rd Party Plugins

    -More add ons to come!

    Play the demo and purchase here:

    https://www.scirra.com/store/royalty-fr ... plate-3025

    old stuff

    --

    Hey Paisanos,

    Started working on a Mario style template sort of on the side, that I'm hoping to release in the Scirra Store later this month (ambitious). I know there are already a few of these out there, but I thought it could be a fun little project to release in a shorter amount of time. Graphics, of course, are original - albeit inspired by a certain Italian plumber. Among other things, I'm planning on including original music, sound effects, and a relatively modular system for anyone who wants to take their Mario Maker-ing to the next level.

    (ok, probably not quite as robust as Mario Maker, as far as templates go)

    Thanks for checking it out!

    Quick Update: Playable Build - 1/7/2016

    http://threesevenhosting.com/builds/mario-template/

    Update 11/11/2016

    http://threesevenhosting.com/builds/mario/11-11-2016/

    Controls: arrows, A and S, gamepad, or touch

  • no worries man. I know you might not have families available to you at this point.

    you're right, in this case using the system condition to compare distance will not pick a specific instance of an object. However, if you nest it as a sub-event under "For Each (object)" you should get your desired result. You can check out 'For Each" here:

    https://www.scirra.com/manual/124/system-conditions - but more or less what this does is force it to apply this to every instance of the ojbect.

    You also don't need to run every tick. Here's some info on that:

    is-there-a-list-of-conditions-that-work-as-quot-every-tick-quot_t104486

  • Hey there - looking good. Is this a paid offering?

  • Are you using families? If you are, you might want to make sure your events are nested under a 'for each' system event. And then you could just use the system condition 'Compare two values'

    first value: "distance(enemy.X,enemy.Y,player.x,player.y)"

    comparison: "< Less Than"

    second value: "100"

    That should check for every instance you have in the enemies family, and their proximity to your player.

  • Natal and HR78 - ah man, thanks guys. Lots of encouragement from the scirra community going into 2016. I'm super grateful for you guys!

    Some prototype boss movement - graphics are still rough.. but I finally made an 8 bit enemy that creeps out my wife. I'd say that's a good direction.

    happy new year, my friends.

  • Zero6, I don't know why this didn't get more comments. Excellent examples.

  • A couple of quick updates -

    A functioning metroidvania style map and minimap, which works across multiple layouts. I guess there are a few ways that this can be accomplished, but essentially what I did was build the map separately in a TMX file, coded a means to export that TMX file as an array, exported it as an XML, and used a separate array to track whether a particular part of the map had been visited or not. I also have each layout specify what coordinate on the map the upperleft most part of the layout corresponds to.

    The more I try to explain it, the more complex it seems... but it's really done in just a few lines. Anyways, I hope that explanation helps someone.

    Building out a bit more of the scifi atmosphere - here we see a new landing pad and some antennae

  • spongehammer - thanks, it honestly came out way better than I was thinking it would... which we both know, things don't typically work out that way

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  • Steady work on Galaxias - including new graphics and a new area.

  • Slight graphics update, preview of a new area with a new tileset and new enemy graphics. Also, the charger boss's eyes blink when he's going to charge you... kind of like Mike Tyson's Punch Out.

  • Elinewton - thank you!

    Quick update, just some simple first boss behavior (I of course took its health WAY down for debugging purposes.. you get me)

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mudmask

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