PrinceofMars's Recent Forum Activity

  • thank you so much my friend I will go over the code when i get home from work tonight and let you know if I have any problems.

  • hi everyone I have been working on a top down action game for a last few weeks I originally started the game years ago, but was not pleased with the work I was doing so abandoned the project at the time I had no idea how to implement arrays so instead I just had the player start with 4 weapons which you would change with a super simple code which changed a global variable whenever you pressed Q or E

    I allso had a reload weapon script which someone on the forum kindly help me with

    here is my code for fireing the handgun and reloading

    so yesterday I watched this tutorial on arrays

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    then I created this new code for weapon change and for when you pick a gun for the first time it creates a new line in the array

    lightshot

    but now I can't fire my gun when I pick it up I thought if I just replace the condition weapon 1 with ar_weapons = current value "Hgun" it would work

  • thanks everyone its been so long since I first started this project before I picked it up again the other day I can't remember which parts of the code are mine and which are the original project I got from the store, but I am pretty certain line 14 has not been altered I have to go to work now I will experiment making the alterations you suggested later todays thank you all for your time

  • hello everyone ages ago i brought the Top-Down CGA Shooter from the store and at first everything seemed to work perfectly, but every now and again when I would place an enemy they would not activate when a player approaches them, they would just stand there the code is just if the enemy(zombie) has line of sight with player find path move along path

    any help would be appreaciated

  • cdn image hosting

    yeah this metal slug thing is definitely happening I can't seem to stop drawing stuff for it

  • Thanks billy and Net It's nice to know someone enjoyed DFA I will tell you what I will do, I will place an advert for DFA in my MUCH more successful game Reload and if I get more interest in the game I will finish it right now I can justify putting aside such a huge amount of spare time on a game and that so few people have taken an interest in

  • PrinceofMars hasnt been around for months. I have a feeling his mom took a turn for the worst. I was working with him on some touch control enhancements for his next build around the time his mom had the stroke. I haven't heard from him since and he hasn't posted any updates here.

    Hopefully he will resurface sometime again as it was a great project.

    Such is the fragile nature of indi development. The universe's plans will not always align with our own.

    I am so sorry i totally forgot to upload the improved touch controls i will do that today as for my mum yeah she had another stroke not long after my last post but she is recovering well and out of the blue she said she wanted to try video games I gave her my psp and she loves jrpgs now especially the suikoden series I also had some other personal relationship stuff i dont want to get into but yeah i had a pretty awful year.

    But for the last month or so I feel the urge to create again.

    I am not sure if I want to continue with Death from Above, it had a very lukewarm response, but I feel I learned a lot from making it the most important lesson I learned was gameplay comes first I should make sure it plays well before I spend forever making sprites.

    what shall I make next? I have 2 ideas the first being completely remaking Reload my Time Crisis homage it was highly popular on the scirra arcade but I want to make it from scratch because of the VERY messy way I programmed the original.

    the other idea I had make a metal slug like game not sure if I want to make it a metroidvania type game or a arcade style game but I have been drawing concept art

  • I would just like to apologize to everyone for my delayed response, I had something of a family emergency last week when my mum had a stroke, so I have spent most of my free time in and out of the hospital, but it was only a mini stroke and she is looking much better now so I can slowly get back to work.

    Steve Cameron[quote:1ilwe4m4]

    A small bug report: When I chose "Z X arrows" and play it works fine, then in the second level still fine.... but I lost all lives and the game started again in level ONE, but now X didn't FIRE, Z still activated sheilds but had to press LMB to FIRE.

    I know exactly what caused that bug and it will be fixed by the next update

    mercuryus[quote:1ilwe4m4]

    something different i want to ask: what tool/s you use to ceate the animated GIFs from the videos?

    I use screentogif http://www.screentogif.com/ I can't recommend enough, it does exactly what it says on tin

    remib74[quote:1ilwe4m4]really nice, the gameplay is awesome and graphically i must admit : i'm jealous !!! keep up the good work

    thanks bro it means a lot I got to admit this game was not the breakout success I had hoped so fan mail means the world to me

    Ok, some more concept art since I got to admit drawing the bosses is the most enjoyable part of game creation to me

  • Right I have updated the game a little I have included the ability to use keyboard controls slowed down the laser animation slightly changed the enemy bullet sprites to make them slightly more noticeable and made the player sprite flash when taking damage

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  • For wich platforms do you consider publishing it?

    Honestly, I didn't think that far ahead, I make games for fun not profit

    PrinceofMars

    I'll be honest I only played it briefly.

    In the time I played it I only have one complaint/suggestion.

    The reason I actually closed it was because at some point I had acquired a power up to my gun that turn my shots into a constant firing laser beam that seemed to be switching fast between red,green, and blue I think.

    Anyways that beams constant super fast color switching was really messing with me and I just couldn't keep looking at the game/screen because of it.

    My concern is that I think some people with Photosensitive epilepsy might get seizures from watching it though I can't say for sure. I myself am not susceptible to that condition but I still think it might be a good idea to modify that beam/lasers colors and animations.

    Just my 2 cents.

    Other than that I found it pretty fun.

    Ok, I will lower the speed of the animation from 15 fps to 5 that should fix the problem right? I hope you can find the time to play the whole demo

    Played it again.

    What is the player's hit box?

    you can see it in my last post do you think it is too large

    Super large enemies sometimes have bullet collision even after death.

    do you mean you can still hit them with your bullets even after they die because that should not happen when an enemy dies, it deletes the original object and spawns the appropriate dead object

    Spacing is still an issue: because the game is horizontal from Left to Right, having enemies that appear bottom left AND follow the player closely guarantees damage.

    I do regret making the screen as small as it is I originally decided they make it that Samuel and the sprite as large as they are so it could be easy to see on mobile screen

    Can you even get through the game without getting hit?

    probably not since most enemy attacks are done by random that's why I gave the player a reflective shield and the health bar instead of a one hit kill

  • hi everyone I been away for a week on a small holiday well I am back now so lets go over all this constructive crisis and see what we can do also I am putting everything I write in bold so you know it is when I am responding to a quote

    Just had a quick go at work.

    I can use shield after I had died so shield is appearing without player sprite.

    ok I fixed that in and will be gone by the next update

    The player is jumping on the edges when trying to keep in bounds

    (this is probably because your player control events are happening after your keep in bounds events. If you change the order around this should stop.)

    totally didn't notice that i will try my best to fix that issue

    There is not enough feedback when I am hit.

    maybe I can add a noise or little animation or something

    The primary fire sprites could do with a little beefing up graphics wise, just a little, they are hard to see against some of the backgrounds.

    can do

    The player hit box appears to be front weighted, (very accurate to the front of the ship but missing for much of the back of the sprite )

    normally for these types of games you want a hit box that is smaller (maybe half the size) of the player sprite and bang in the middle.

    this is my hitbox do you think it sould be smaller

    I would dearly love to see the bosses animated….

    can do but lets focus on fixing the controls and the basic first

    Dude, Ive had a few more plays. and I think there is an issue with your player control. I've tried in both edge and chrome and your player ship is jumping / stepping in big jumps instead of moving smoothly while under control. Assuming this is not deliberate. It is like it is reading touch only every 0.3 seconds or fighting the input. Is it possible you have two sets of control active on the player ship at the same time??? Like a move to position is active at the same time as well as a drag and drop or something? Please dont take this the wrong way, its just that I love shmups and I think your game has the potential to be something special.

    I don't think so if you like I could send you my game capx see if you can see the problem?

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PrinceofMars

Member since 20 Feb, 2014

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