Gam3boi's Forum Posts

  • hold up, you had me at "less than ten lines of code." I think the weekend for this guy has long passed (lol) but can you post the ten lines so I can try it out? I've been looking for some good code to make a fps, but nobody's got code THAt short, and my subscriptions gonna run out soon. (that aside), I agree with your points for the 1v1, and lets just say they went with that, because I can see how it would be less of a pain in the ass to code.

  • have you tried adding "persist" bahaviour to the camera? i found that helped me with a similar problem.

  • Hello out there! Im dexter, a 14 year old guy who started coding a couple years ago and likes to recreate old games on construct, such as pokemon. im taking a game design class to expand my abilities in coding, and hope to release an actual game soon. when coding, i like to drink code red and brainstorm ideas for games.

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  • you could also have an animation that plays when the player moves on the plants.

    two conditions-grass is overlapping player, and player is moving

    then, have it play the animation, and have a separate event when the player stops moving that stops the grass on the middle frame of the grass moving animation.

    P.S. this was my idea for stuff like how the grass moves in games like pokemon.

  • As one who is cuurently at the end of a game design class, not as far as I know. I have for you a tip, however. the blue line you see when you drag and drop events tells you where the event ends up, as you probably know. BUT, the size of the blue line tells a LOT. when you're dragging an event, the blue line being shorter means you're going to make the dragged event a SUB-EVENT to the event that the blue line is under. use precision to make the blue line larger when dragging events to make it an event just underneath the event over the blue line. to unsub events, you can drag the sub event to the left until the helpful blue line reaches the left end of the non-subbed event.

    Hope this helps! :)

  • Edit:Not an RPG like it says in the beginning, I meant a platformer.

  • Okay, so I've been trying to make a troll game rpg, but I cant get half the traps to work. these (failed) traps include:

    -a moving spike that tracks the player's X value

    -a falling spike wall that ragebaits the player into closing the game, but really sends them to the next level after 10 seconds

    -floor traps that don't LOOK like floor traps so the player has to memorize the pattern

    these traps are all I'm trying to work into randomized levels, because I have a limit on my actions, but I cant get the level generator to work, LET ALONE make playable (and completable) levels. I need suggestions on how to make these traps work with as little code as possible, and how to make levels randomly generate. any advice helps, since I'm a new coder.

    P.S. this is a platformer where you get 100 lives, so be creative, even stuff that takes a lot of lives at once can work, since this game is being built to ragebait everyone who plays it.

  • I think that your game would definitely sell, from what I've read, you should add a tutorial for new players. I found that most games Don't sell well unless they have a skippable tutorial because new players get confused at the complexity and don't play it again or suggest it to other people. disregard if you already have a tutorial, bc it will sell well.

  • So to answer your question, RRPG, in my experience, I once had this problem and it probably does have something to do with steam, seeing as you didn't change anything about the game itself. you should contact steam about this though, bc I'm not an expert.

  • Well that sounds like a good idea Biim Games, this guy has seemingly little expertise and probably hasn't made a "shoot em up" before, and in my opinion, making simple dialogue and storyline is a bit easier than a fps. (in my opinion)

    I also know that for the choice of 1v1 or rpg, animations wise, lionz is right, but building on it, you only need like three frames for walking in an rpg, and for even a simple 1v1 street fighter style, you need a lot of animations, controls, and (typically) making your own code for the two player thing, because the multiplayer object is SUPER buggy (in my experience). so the easiest and fastest thing in my opinion, would be the rpg, because a shoot em up is a hard game to code first time, a fighter takes time and patience, and an rpg can just be a town with interactable characters.