PudgyPlatypus's Recent Forum Activity

  • Hey Lovelocke I think I will bite and ask for some creativity/advice here.

    I hesitated posting my idea here because I have had others take my ideas and run with them a few times before but I could be just totally paranoid and this idea not even be that good to begin with so whatever.

    I have been building the framework to a Tower Defense Game but I wanted to incorporate a very "music" like theme to it. As a long time Dj/Wannabe producer I wanted to incorporate my two loves (music and games) into something a bit unique. I have yet to see many TD games that have any sort of music functionality to them so I said "Let's do this".

    Without giving too much of what I have made so far I was sort of "stuck" on a few things that I need some creativity for. The game will basically have towers that are based on the instruments that are used in the songs I make for each level (Kick drum is a tower, clap is a tower, so on), and they will shoot when that instrument plays in the song. I have some other stuff but heres where I need some creativity:

    1) The towers are based on the instruments in the song, what could you picture as the "projectiles" from said turrets? (Soundwaves? Shapes?)

    2) Enemies have been my biggest hurdle. What could be a possible enemy in a music TD game? What kind of backstory or meaning could you put into it? Enemy is some sort of "thing" that is trying to get to the end of the song to "censor" creativity, music..something?

    3) Other functionality to make the game fun. Placing a kick and a clap near each other and when both shoot at the same time a special effect happens?

    Any kind of cool ideas would definitely help ;)

  • That was it, awesome! Thanks

  • Ah interesting, im on r117, ill try that out!

  • I just have a quick question about sprites and instances of them.

    I have an enemy Sprite and it follows a path, every 2 seconds another one spawns. In the container of the sprite I have a red and green bar that will show the health above each of the sprites. Every tick it moves the bar along with the sprite.

    The bar follows each sprite but the problem is when I do the calculation to make the width of the green bar smaller (set the width of the green bar when a bullet collides with the sprite), it makes all of the green bars smaller, not just that instance of it.

    Am I missing something? I thought since it was just that instance of the container it should be only changing the width of the one that was collided with correct?

  • Although I can't look at the capx right now (at work on my Mac), but I'm guessing you are coding the movements manually when you could set the player to have the behavior 8Directions and customize it from there which usually is a lot easier.

  • Ah thanks for that Nimtrix, Ive been looking into dt a bit the past few days and trying to get used to it.

    Here's the dilemma, say at the start of a "level" I set a time to say 2 minutes. The shooting from the turrets I want to ALWAYS shoot at their designated second variable (every .5 seconds, 1 second, etc), BUT to only actually shoot a bullet when an enemy is in it's "range". The problem is that trying to mess with the example you sent me I could mimick that but the turrets ended up getting out of sync a bit.

    So do you see an easy way with some more complicated expressions to do this:

    Timer = 120 seconds

    Every tick subtract dt from Timer.

    Tower 1 Shoot bullet when Timer is x.5 seconds AND enemy is in x range

    Tower2 Shoot bullet when Timer is a whole 1 second AND enemy is in x range

    What this really comes down to is wherever the tower is and whatever is happening, if a bullet is supposed to come from Tower 1 and Tower 2 that they shoot at the exact time.

    Sorry I'm not really giving really in depth details about the game because honestly I'm worried about others liking my idea and running with it (no offense to anyone), but I really want to make this game. So if your bored and cant think of anything from these details I wouldn't mind brainstorming through messages if your bored.

    Thanks Nim and anyone else that has ideas on trying this!

  • Awesome!

    Ok, so I program in multiple languages but for some reason some of the logic you made is confusing me (I thought I was doing well in Construct2! geez). What exactly is the Max(0,r-dt) doing? I know the dt is delta time and the r is the variable but I'm a bit lost.

  • So I wanted to see if any of you smart people here had any suggestions on doing something:

    Say the game is a tower defense game but the different towers would shoot at different intervals ( 1 tower every .5 seconds, another tower every 1 second)..BUT I want them to be in sync with the timing right from when someone clicks start after putting the towers down.

    So the complication is, this fire rate really isn't using the timing until an object gets into its path THEN starts saying ok, every .5 seconds ill shoot. But then that wont be in sync with one that gets a target in it's sight .7 seconds after the other turret does because THEN it starts saying ok every 1 second I shoot. I don't know if I'm explaining this well but I'm tryin.

    So I guess the question is, how would you guys write the code to make sure the tower's are always on the same timing even when there are no targets available to shoot at?

  • A bit off topic, but my install of Construct 2 through steam won't work for me because it's not the latest version of Construct 2 (I think it was 114). Do I need to manually put the files in that folder for it to use the newest version?

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  • Just a quick question:

    I made a simple game (on the arcade called "FallDown"), which is just a scrolling up and down falling game which works perfectly fine on my desktop. I was curious to try and see how it worked on my iPhone (4s), so I added some hidden buttons on each side of the screen with touch functions to move the ball instead of using the arrow keys. Load it up on my phone and the touch works (super cool how easy it was!), BUT it is painfully laggy (graphic lag) with FPS dropping a lot every few seconds.

    Is it silly for me to expect to get it to work fine on my iPhone without using a plug in or is there some tips to follow to keep the FPS up on the game when running on handhelds? (I was using Chrome)

    Thanks!

  • These are absolutely fantastic and would definitely get some. (I just CANT do graphics lol)

  • Hey I was just curious if we get any kind of confirmation on the games we upload to the arcade if they are approved/denied or anything?

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PudgyPlatypus

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