mudmask's Recent Forum Activity

  • Loving the new enemy behaviours! The game is really coming together well. Can't wait until the next build. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    It's been a while, but here's a brand new build:

    http://threesevenhosting.com/builds/12-15-2014/

    It has a lot of new things kind of under the hood, but I also spent some time refining and creating some more complex enemy behaviors and mission objectives. There's a few new area tilesets, as well as a new objective.

    Let me know what you guys think or if you run into any bugs. Thanks for all the encouraging feedback!

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  • Yes it's possible. First off just design your pages in the layout editor. With a window size of 640x480 and ten pages you'll want your layout size to be 640*10x480 or 6400x480 and just position all your text and whatnot on the layout keeping in mind that every 640 pixels is a new page. Next here is a way to setup your events to scroll around using a click drag.

    global variable oldx = 0
    
    On left mouse clicked
    ---> set oldx to Mouse.AbsoluteX
    
    left mouse button is down
    ---> Set scroll X to scrollx+oldx-Mouse.AbsoluteX
    ---> set oldx to Mouse.AbsoluteX
    [/code:2tnqe5et]
    All that's left is to move to the closest screen when not dragging.  This can be done with one more event like this:
    [code:2tnqe5et]else
    ---> Set scroll X to lerp(scrollx, round((scrollx-320)/640)*640+320, 10*dt)[/code:2tnqe5et]
    Where:
    640 is the window width
    320 is half the window width
    10 is basically a speed
    

    Awesome example of how to accomplish this with minimal events, and really easy to build off of or to modify using touch expressions.

  • imVergil awesome man! It looks like you're having some success with that! I had something similar working with sprites, for another project, and I remember being concerned that it would be too much to process on certain devices, so I'm playing around with TMX files for the time being. Hey good luck - looks good!

  • imVergil, are you doing it spelunky style? I actually started working on that too... are you using TMX files for your level templates?

  • - thanks for keeping up with the project! I need to add in item drops and a better level end screen... and maybe start on the actual level select screen as well. THEN I'll put something up for you guys!

  • looks like a fun concept helena

  • This looks great! All kinds of feels with that intro.

  • A couple of screens from the latest build of my project.

    Thanks for all the feedback everyone!

  • Nesteris, that's interesting - I haven't checked that out... but actually I've fixed the geemers, didn't use 8 direction or platform, just ended up retooling my engine. It actually works better than ever, and is framerate independent. Much respect to the developers of the 80's, some of these enemy behaviors are more complex than they seem!

    A quick update - didn't upload a new build, but here are some screenshots. New additions include:

      Several New Enemies and Behaviors (see screen shots)
      Zone scrolling camera movement for specific rooms (see screen shots) - which addresses the issue of not being able to see where to jump vertically in certain situations
      Improved game-play elements, such as marking enemies that need to be eliminated
      New tilesheets

    Thanks for all the feedback everyone!

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  • Sounds like you got some great stuff on here! Any chance you'd do something kind of 8bit sounding? Maybe 8bit scifi? I bet someone already asked you that...

  • Nesteris - been dreading it haha, but I think I'll try to tackle it over the next couple of days... gonna try and switch to 8 direction movement

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mudmask

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