AmpedRobot's Recent Forum Activity

  • I did actually.

    It was the first thing I tried, but it didn't work. It made all ships fire simultaneously all the time.

    Unless something went corrupt.

    Maybe I should try this on a simple fresh capx if this does actually work?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • One more thing.

    You might think this would be easy to do by just setting a frequency for each different sprite.

    Well, it gets complicated because for now I'm spawning x different random types of starships and the ships which are visible on screen vary.

    So if you have a code every x seconds and your particular ships are not visible on screen/spawned, you either have ships firing too much or too little.

  • Sure man.

    Well, basically I had just 1 place holder enemy ship in the prototype.

    Very simple code for the ships firing bullets.

    Every x seconds, pick a random instance of that sprite and create an object/sprite (bullet).

    -----

    Now, it isn't just one enemy ship.

    I have many different types of enemy ships.

    I want to replicate the original frequency/look of bullet spawning.

    ----

    If I do the same code for each different enemy ship sprite now, the frequency of bullet/shot spawning is way off because it picks a random instance of a sub-group (not the group of many different sprites).

    every x seconds, pick a random instance of Sprite A, and create bullet.

    every x seconds, pick a random instance of Sprite B, and create bullet.

    If you introduce just 1 extra sprite enemy ship sprite, the frequency of bullet spawning is completely different vs:

    every x seconds, pick a random instance of Sprite A, and create bullet.

  • Hey, guys.

    Been a while.

    I had the perfect code for shot spawning in the prototype (just system every few seconds create object), which worked flawlessly when **picking a random instance of the SAME sprite.**

    I upgraded the game to cohorts of ships. Yes, cohorts! Basically there a lot of different sprites now and picking a random instance of a sprite out of many of these doesn't work the same. I tried replicating the original look and frequency of shot spawning, but it doesn't work the same (looks awkward), shots don't spawn enough or too frequently, so I guess I have to do this the right way.

    Question is how?

    One way I'm thinking would be to track the different ships (sprites) which have spawned, which are actually visible on screen, in the player window, but no idea how to do this. Guessing maybe tracking them somehow w UID, but I've never done the code and might take me a long time to work out.

    So once you have them tracked, treat that group as if it were one sprite for the frequency of shot spawning (pick a random instance for shot spawning out of that group of many different sprites), then the same frequency I had originally for shot spawning should work.

    I realize this is a lot to ask for and might be pretty advanced.

    Anyone care to take a gander at this?

  • Hi. This is the game I've made in the last 8 days for the C3 gamejam:

    http://www.newgrounds.com/portal/view/694047

    That is the cutest thing I've ever seen. The brothers theme is awesome. I found myself playing this for a long time. Very well designed and enjoyable game play.

  • To get a feel for Construct 3 I've made a simple Flappy Bird clone with the Tappy Plane assets from Kenney. When running the game on my android phone with the Chrome browser it works fine but when running as an app made with the built in Cordova building service the app is stuttering even though the reported FPS is high. Has anyone else experienced this before? Feel free to try my game using your android phone to see if you get stuttering when using the cordova built app.

    Tappy plane on a webserver: https://eddeland.com/tappyplane

    Tappy plane .apk for android: https://drive.google.com/file/d/0B4VUO9 ... sp=sharing

    No idea. I've made a much more sophisticated game using whopping amounts of memory, way above the recommended limit, tested on my crappy $30/month Alcatel Metro PCS phone via Cordova and it works fantastic. I've even used tons of transparency, which is not recommended at all. Needless to say I was blown away and glad I've invested years of my time, probably like 5 or 6 now into C2.

    I was going to say how incredibly addictive these are even as a clone, but it turns out not so without the frequent dying.

  • Err, you should probably shoot for the Steam summer sale June 22 this year as it's supposed to be the best time for indies to release a game, either that or end of January (if you can make it with something).

  • Thanks guys, that is very interesting.

  • Come on guys, most of us aren't that adept. In the beginning, we all were and most of us still are very happy and grateful for the relative ease and simplicity of use of C2. I mean where is a non-programmer gonna go to make a video game, a first one anyway without a ton of time and cash? Even pros love C2 because it shortens development time so much.

  • I think if your image memory exceeds 1 gb, C2 actually has a pop up recommending other software, but below that, if you're not targeting mobile, seems to work great.

  • Yup, I felt it, even in the video. Nice. Must create a really atmospheric interior mood when playing.

  • This new gameplay video gives us a quick look at using the stealth system in House of Velez!

    Heart rate suppression! That is fvcking cool.

AmpedRobot's avatar

AmpedRobot

Member since 4 Jul, 2013

Twitter
AmpedRobot has 1 followers

Trophy Case

  • 11-Year Club

Progress

11/44
How to earn trophies