Lou Bagel's Forum Posts

  • First question would be how many are you usually creating at once?

    Second question would be are you using a 'for each'?

    Side note answer: anything on a different layout should have no affect on current layout

  • Overload Test

    Now that I'm moving along in the art area I need to focus on evolving the gameplay.

    The zombies walk animation I created only looks okay if moving really slow. So I wanted to see how many of these zombies the player could take coming from one direction:

    See for yourself here

    This doesn't factor in reloading time and only one direction instead of four, but lets just say I will probably have to make some faster moving zombies or other challenges...

  • Yeah, in short, I don't think destroying it is the smart choice if you want to retain that much information about it

  • In my game i have 4 different enemies. When the player kills an enemy they spawn a key that opens a chest.

    I'd like to be able to have a different enemy spawn that key. EXAMPLE: player kills enemy 2, they spawn the key. If the player quits the game and restarts or passes that level on the next level(s) enemy 4 will spawn the key.

    Thanks for any help.

    My first thought is to have an instance variable that is a boolean (hasKey - default to no). Then set an event to randomize it

    On Layout Start - > pick random instance --> set boolean to yes

    Or could do:

    On instance destroyed

    If instance count > 1

    If random(0,1) > 0.75 then spawn key

    Else (if instance count is 1) then spawn key

  • I d'nt Know Use this ;(

    Pick closest to:

    Player.X

    Player.Y

    I have confidence that you can get it to work

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I assume that when an instance is destroyed there is no information kept on it's last location and such. But you have several options I can think of of the top of my head:

    Instead of destroying the instance move it off screen or turn it invisible

    Respawn an instance of the object

    If the instance won't always be in the same location then you could use the 'on instance destroyed' to store location or other information in global variables or array.

    If all objects need to get restored you can simply use 'restart layout'

    In short I don't believe there is any event that you can set this up in one step but you have plenty of tools at your disposal to achieve what you desire.

  • It looks really nice, I like it.

    Thanks!

  • Still have been working on art, update:

    Art not done, but think I need to work on some gameplay elements

  • If you want to make money with AD revenue you need either a missions type screen or gun shop. I would go for a gun shop because it adds a layer of fun . With the 1st gun in my game you hardly last 10 seconds, but when you get second gun you last a bit longer. Until you get the final gun which makes the game easy enough to last 50 nights and see the ending. If you want I can upload the capx file so you can see how I did the money and shop system. I did it the simplest way I could think of .

    Thanks, I will keep that in mind when designing the gameplay and different screens. I think I have an idea of a few things I can do...

  • really nice graphics, the animated campfire is excellent

    Thanks!

  • I like your concept and cant wait to play it on my device. I made a 2D style game thats similar but only in a 2D plane with enemies coming left and right. I also had a shop where you can buy upgraded guns to survive longer. You can try it out https://play.google.com/store/apps/deta ... ghts&hl=en

    Your game looks to have more depth though than mine. Your game is similar to swamp attack but I like your concept better because it makes more sense . I am glad you have gotten time to work on your project

    Thanks for the comment!

    I appreciate the compliment of "more depth" but not sure I would go too far—I'm just in the beginning stages and don't have much yet!

    I have an iphone, so there isn't a way to play your game? Haven't heard of swamp attack either.

    I'm actually not certain what "depth" my game will go to. I keep thinking of new ideas for progression and such, keep going back and forth in my mind on which to follow. But right now, just trying to get the basics: the core gameplay and the basic art and animations required (art takes me a while!).

    Thanks again!

  • Have two zombie death animations done. Plan on doing at least one more. One is for headshot and other is slow death (for non-critical shots).

    Need to do a lot more artwork and animations...

  • Simple little zombie game. WIP

    Scirra Forum Thread here

  • First draft of zombies and walk sequence:

    Will probably change a lot but this if fine for now because I don't even know what I'm planning on doing since the zombie and grass are the same colors of green. Which one I'm going to change or if I will have dirt paths for them to walk on. Will figure it out as I go.

    I also added formula for damage to zombies, which here is simplified version:

    100%-1%-(35% x Distance*)+(25% x (AimSkill/10) x Distance*)

    • Start at 100% success rate
    • -1% No matter what condition always has 1% chance of missing
    • Ignore the right half after the + because AimSkill starts at zero. Will add leveling up later. (zero times anything is zero)
    • *Distance: will be between 0 and 1. 1 being edge of screen and 0 being right at player. Same formula used in the aiming function which was explained in previous post
    • Let's say distance is zero, you would be dead, but for example's sake, zero times 35% is zero so 99% success rate
    • Zombie is at edge of screen/at spawning location -> distance would equal 1. Therefore 100%-1%-35% = 64%. So 64% is the lowest success rate possible with current formula (will probably tweak for balancing later)
    • I actually flip it around and pass the miss percentage by taking 1 minus above formula

    playerShoot formula passes two parameters

    • Random number between 0 and 1
    • The percentage chance of missing

    :

    After the animations, state variable, and such are changed the success rate will be compared to the random number. Four possible outcomes:

    • Headshot: 5% chance all the time. For now, I want there always to be a chance of a headshot at any range. Above a 0.95 random number will cause instant death
    • 1.5 Damage: Not always possible but this is when you would make a "good shot" or "critical hit". Determined by if your random number is twice the fail chance. So if you have only 30% fail rate, above 0.3 will hit but above 0.6 will do 1.5 times damage. If fail chance is above 50% then this wouldn't be possible.
    • Regular damage: Obviously, if random number is higher than fail chance then it hits.

    Damage number is stored in player instance variable so I can tweak easily and make it easy to add weapons with different damage. The zombie UID and amount of damage are passed to a function to deduct the health.

    Next to do: blood particles and animating zombie death so shooting is more fulfilling!

  • Animated the campfire, hehe