Ahr Ech's Forum Posts

  • New Beardomancer ability. (a good beard can build up a lot of static electricity)

    <img src="https://pbs.twimg.com/media/BY10lGuCIAE1ggG.png:large" border="0" />

    And a few screens from a small side project inspired by Pikmin and Overlord:

    <img src="https://pbs.twimg.com/media/BYGA16fCAAEYIXJ.png:large" border="0" />

    <img src="https://pbs.twimg.com/media/BYXw9ZfCYAAMjXZ.png:large" border="0" />

  • The lerp expression might help you there. from the manual: "lerp(a, b, x) Linear interpolation of a to b by x. Calculates a + x * (b - a)."

    scirra.com/manual/126/system-expressions

  • You want your character to always point towards the mouse, right? Something like Set Angle to angle(character.X, character.Y, mouse.X, mouse.Y) should work.

  • <img src="https://pbs.twimg.com/media/BVzr-AECUAEi-tx.png:large" border="0" />

    Switched to a more zoomed-out view for Beardomancer because it feels better for platforming and shows off the environments more. I think I'll still zoom back in for smaller detail rooms though.

  • Looks pretty slick! I'm getting some very minimal art deco vibes from the visuals. Reminds me of the intro to the 90's Batman cartoon.

  • I did a fairly thorough search for the title Glimmer a few months ago and turned up nothing so I figured I'd still be in the clear, but today I found a recent trademark for it by Bungie. Looks like it'll just have to be a working title for my project until I come up with something else. Naming things is so hard!

    Niko: Sweet thanks man, added it to the top of my Netflix list!

  • Very interesting concept. Graphics are nice, I also like a bit dark sci-fi atmosphere.

    You could add some variety in background texture, maybe some rock formations, because it looks a bit flat now.

    I also like black creatures, but their teeth are looking bit funny now, I'd like them to look more alien.

    Thanks! And yeah, I'm not happy with that stuff yet either. I will be adding more to the environment and the Bruiser mesh isn't finalized yet.

    Niko: Wow, what's that from? Looks really cool.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Kyatric: What you're suggesting there is exactly what I was trying to say. I'm just terrible at explaining things, I guess. Lets hope I never try to write a tutorial!

  • I prefer putting stuff unique to certain layouts on their own event sheets and then using an Include to add everything from the main event sheet in there. It's just more organized.

    So for me it goes something like

    Global Events : character controls, enemy AI, etc

    Level 1 Events: Include Global Events, unique puzzle events, level start/end events

    Level 2...

    Level 3...

    Etc

  • , Niko

    Thanks a lot!

  • I've been doing a lot of work under the hood for turret functionality this week. They run out of ammo now and will need to be resupplied using the energy dropped by monsters. The way it works now makes turret placement fairly important because if they're too close to each other you'll waste ammo when they target the same creeps. In my play tests it seems like there's just enough dropped energy to support two turrets indefinitely against normal creeps. I expect this will change when I introduce specialists, but I'm not sure how exactly since they're harder to bring down but will drop more energy. Ultimately I want any real advantage the player has to come from gathering extra resources during the day, though. Mining a couple thousand extra units of energy should make the real difference.

    The turrets are getting a cosmetic upgrade too.

    original:<img src="http://imageshack.us/a/img821/7812/fqj0.png" border="0" />

    new:     <img src="http://imageshack.us/a/img580/1713/hu7q.png" border="0" />

    I'll texture them eventually too but that can wait until my final spit and polish pass. Same goes for the monsters, including this new one which I've been calling the Bruiser:

    <img src="http://img43.imageshack.us/img43/5361/omkz.png" border="0" />

    He'll be the anti-turret unit, I think. I'm not sure if he'll destroy them or just disable them though.

  • I like the concept and that pixel art is beautiful. Great stuff! As for making selection more intuitive, the only thing I can think of is an on-screen prompt before the first one is selected. The keybindings themselves seem fine, though it'd be nice if WASD also worked.

  • I was trying to do this for a while too for an objective indicator. What I wound up doing is I broke it into two parts, the oval and the line. Then I just set the angle of the line towards my objective and masked where it crossed out of the oval with a third sprite.

  • Man, this is awesome! Can't wait to get a look at the guts.

  • Looks pretty cool, but I couldn't pass the spinning obstacle either.

    I think someone beat you to the title, though. http://www.towerfall-game.com/