TONKS - The Storm

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  • Time for a bump bump bumpity bump since we now have a new stable version of Construct and work can continue!

    YAY!

    I look forward to getting back into this and implementing some of the core gameplay mechanics like the weapons system. I feel it is time to start adding the "fun stuff" providing everything checks out in the new version of construct.

    I have all of your weapons submissions saved, so do not fret if you do not (still) see it on the main post.

    Thanks to everyone so far for your contributions, I will make sure it will not go to waste!

    ~Sol

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  • I'M BACK! Here's a fire effect: http://www.box.net/shared/rcfpjjd2kn

    Click to spawn 15 000 particles

  • forget the fire effect! here's a rocket launcher

    Click to launch a rocket(if there are no rockets on the "battlefield")

    I really like the panels from the new version of Construct

  • Oh man, I really can't wait to see a new version of this, especially if you put my tunes in...

  • Still waiting on a stable release where physics things aren't broken or acting weird.

    I could continue it using 0.98 but it would involve a lot of workarounds that I don't particularly want to have to do since the newer versions have what I need... just some things aren't working right still

    Hopefully next build will hit the nail on the head and I can push on for the well overdue update to this.

    Also, I will most certainly use the tunes you have been working on. How goes them by the way? I don't think I got any more updates from you in regards to the fine tuning you were working on. I'm not in a rush mind you since, as I said I'm at a bit of a stalemate with production right now.

    ~Sol

  • This is making me sad right now... the fact I haven't been able to progress on this in months due to a simple problem. I hope Rich comes back and the boys get stuck back in to Construct... I'm going to be even more sad if this gets left in it's current state in lieu of Constrcut 2.

    ~Sol

  • Isn't there a way to bypass the problem? Is that feature really necessary?

  • I've got a working Construct 0.99.5 but I don't think that's gonna help

  • Isn't there a way to bypass the problem? Is that feature really necessary?

    It will be the easiest way to stop the wheels from rotating when you stop on a hill, without disabling physics (which is still needed for explosion inertia etc) or using some kind of awkward workaround... like an invisible chock that wedges under the wheels to stop the tank from rolling, which would only work under certain circumstances anyway.

    Need to be able to disable rotation for physics objects at runtime, without breaking the hinges or objects...

    ~Sol

  • I've got a working Construct 0.99.5 but I don't think that's gonna help

    I'm "lying, blind or mad!" lol, that's form Blackadder (

    )

    I don't know why I said 0.99.5 but it actually is 0.99.42

    sorry about that

  • Well I am open to suggestion if anyone can work out a way around the problem... :/

    ~Sol

  • Hello! <img src="http://i987.photobucket.com/albums/ae352/constructgame/ge.gif">

    The surface on which rides your tank - is it a sprite object? Or is it another object?

    How did you make the surface so large and seamless?

  • YAY!!! I'm back with a new brain - the cheapest one I found

    I have a new Construct too - the newest version... with no problems with it

  • Hello! <img src="http://i987.photobucket.com/albums/ae352/constructgame/ge.gif">

    The surface on which rides your tank - is it a sprite object? Or is it another object?

    How did you make the surface so large and seamless?

    Hi Mary Jane, so sorry I missed your post here some how.

    The terrain is quite complex... I had lots of help from shviller, linkman, lucid, newt, David, Aeal, and probably others (sorry if I missed anyone!)

    The best way is to perhaps just show you rather than try to explain it in detail, but basically I used an array to track the pixel heights of each terrain column. Each column is a 1 pixel wide sprite object. The terrain is generated by random nodes that set the array values for the length of the terrain, and the spites get their heights from the array.

    If you want some better detail I am happy to help you with this. Just PM me or try to catch me on chat (I'm not there often these days, but you never know).

    Also, I have an announcement:

    TONKS now works again properly after installing the latest Construct version, and making some small changes to the cap.

    Work can now resume on the project. YAY! Maybe we will have a game out of this mess yet.

    Thanks again to everyone who has helped and contributed so far. I will make sure your efforts were not in vain!

    ~Sol

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