bood's Recent Forum Activity

  • So many great images and I... well, I've started making a game and want to share this:

    It should look familiar to most of you... I hope .

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  • I found my first event .

    Enemies move better now, but... is the final boss supossed to flee too? Because it does .

  • The score is actually based on time. And there are some random events (I don't know if you have found them) that have a countdown (like: kill 50 enemies in 2 minutes, find the exit in 30" etc...)

    I haven't seen any events . How does the game inform about them?

    Tips on how can I avoid the "enemy stuck" issue?

    The best tips would come from knowing how have you made the enemy movement, to understand why it is failing. Without that, I can only talk about a generic trick, an event to check when an enemy is stuck to move him out of there. Something like:

    Pick active enemy

    Speed = 0

    Not collision with player

    And then you make some action to get it out of there. You could use the 8direction behavior, move it up, check if it's still stuck, move right, etc.

  • But what do you think about the "basic" behavior of enemies? Do you think that they are too easy to kill?

    Yes, they are too easy to kill.

    As I have exerienced your game, the game is funnier when it's played quickly, going through any door doubtlessly and dancing with the enemies. It's risky, fast, makes you think how can you use your skills effectively... but you can also play carefully, which will make losing life extremely unlikely, but it decelerates the game experience and may result in getting less fun. It could be nice to think ways of making the player goes faster through the map. The combo damage is a good idea, but I find it mostly useless. Enemy groups aren't usually large, the bonus is just a 10% for enemy killed and I can kill them slower but less risky by shooting them while moving backwards.

    I think a countdown top and centered may incite players to try to finish the level faster, wheter they die or just lose score, as an higher score gives higher rewards when moving to the next level.

    But the worst thing about the enemies is how easyly they get stuck. It happens a lot when playing carefully, shooting them while moving backwards. They may get stuck touching other enemies, a wall, moving through corridors and suddenly, apparently from nothing. Sometimes they won't even move after being seen and shot.

    A couple of ideas:

    · Teleporting to a random position may move you to the same room you are, to any location already explored and farther away from an unexplored zone that your previous location and to a room full of monsters. I think it could be more interesting if the scroll teleports you to a random unexplored tile, giving it a nice functionality for exploring the level faster while mantaining its risk factor, and moving you right to the stairs if every ground tile has been explored.

    · A two dimensional array could store names, surnames and/or nicknames, so you can assign them randonmly to a new generated character. This help them to have some identity, rather than just being characters, so the player may like them more (or hate them, if they randomly get their boss name ).

  • I've been playing the game and I liked it a lot. I have beaten the level 10 (after losing some characters) and then I started again. Now I can give you some ideas that I think they could improve your game, maybe some of them are usefull for you:

    • HUD

    The HUD messes with the gameplay when your character explores the edges of the map. To avoid this, you could:

    · Generate the unbreakable bricks some pixels away from the borders of your layout. You can start your map on Y = 100 and finish it on Y = (max Y) - 100, and move the info about the enemies remaining to the center of the screen.

    · Make an event to set invisible some specific info in the HUD when the player aproaches an edge. You can make a smooth transition by reducing and increasing its opacity if the character gets closer or farther, for example.

    • Enemies

    More than different graphics, it would be funnier to fight different skilled enemies. Some examples could be:

    · Shielded enemy: unlikely an armored one, this reduces a lot the damage received from a certain angle. You can make him turn slowly so the player wants to move to its back to shoot it.

    · Magic shielded enemy: this one could work in different ways.

    * It has its shield active for some time, then it deactivates (just once, some times, forever).

    * Its shield could absorb some damage, then it dissapears (and stuns the enemy, for example).

    * An enemy is shielded by another static enemy, which just concentrates on shielding his ally and must be killed first.

    * The shield could reflect the shoots from the player randomly, and maybe towards the player on higher levels.

    · Warping enemy: it warps randomly to an adjacent tile (to avoid moving it to different rooms and making the player to initiate a boring chase). It could warp behind the player at higher levels.

    · Explosive enemy: it explodes when killed (or when it attacks). It could even break adjacent bricks.

    • Map

    I like the way the player can interact with the map, but it's only ground and walls. You could add:

    · Lava ground, to hurt (or instakill) the player. You can even make it hurt the enemies and add some enemies invulnerable to lava.

    · Glue ground, to reduce the speed to anyone over it. You could make some hovering enemy inmune to this efect, and even an artifact for the player.

    · Ice ground, to reduce deceleration to anyone over it. You could make fireballs to melt the ice (just delete the ice after some short animation).

    • Chests

    I haven't checked this, but I think a level can actually spawn more chests than keys. It's disgustin for a player to find a chest and not be able to open it even after exploring everything and killing everyone, so you could first spawn keys around the map (both on the ground and on enemies) and then spawn a random number of chests with a max value equal to the keys the player has plus the keys the map has. Buying more keys from the shop would increase the chance of finding more chests, changing its functionality.

    I hope this helps you.

  • Thank you.

    I didn't knew that angles were stored in radians and degrees were then calculated, sorry.

  • Problem Description

    Sprite.Angle gives a close estimation (but not the exact number) of an instance angle that has been set on its properties.

    Attach a Capx

    https://www.dropbox.com/s/lq5d224p05xi8 ... .capx?dl=0

    Description of Capx

    4 instances of a sprite image have been placed with different angles: 0, 90, 180 and 270.

    A text explains that you can click on sprites to check their angles.

    Clicking a sprite will change the text to its angle.

    Steps to Reproduce Bug

    • Click the sprites.

    Observed Result

    Angle 0 sprite returns 0.

    Angle 90 sprite returns 90.0000025045.

    Angle 180 sprite returns 180.000005009.

    Angle 270 sprite returns 269.9999906653.

    Expected Result

    Angle 0 sprite returns 0.

    Angle 90 sprite returns 90.

    Angle 180 sprite returns 180.

    Angle 270 sprite returns 270.

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet Explorer: YES
    • Opera: YES

    Operating System and Service Pack

    Windows 7 Home Premium - Service Pack 1

    Construct 2 Version ID

    Release 233 (64-bit)

  • Hello, Scirra.

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bood

Member since 9 Sep, 2016

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