deadeye's Recent Forum Activity

  • Those aren't chiptunes. Chiptunes are lo-fi, 8-bit music. Think NES, or ZX Spectrum.

  • 1. Put the Sine and Bullet behaviors on the beecalmask object instead of the bee. (You should always move the base, not the top. As an analogy: you want to pull on the wagon, not the rider.)

    2. Put the beecalmask object into a container with the bee. (IMPORTANT - this helps pick the right bee when the mask is picked)

    3. Destroy bee and mask on startup.

    4.

    <img src="http://i44.tinypic.com/egwgm0.png">

    Event 3 is "On collision between beecalmask and ground."

    Also, use the layer name instead of calling for the number... layer numbering seems to be wonky right now.

    By the way, your game is looking pretty slick

  • Well...I did make it easily with variables. I guess the only function it needs to work 100% like the way GMG wants though is to at least add the feature for Constant Fire, because there's no way to make the turret do that currently. Unless, again, I'm missing something.

    And Mipey... that Repeat loop would cause the turret to create five bullets all at once in the same tick.

  • Then I realized that you can move the water spout.

    You can do WHAT?

  • A work of genius!

    I commend you.

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  • Okay then, I take it all back. It's a terrible idea.

  • Can you think of an easy and efficient method to translate the horizontal movement (and input) of the Platform behavior into rotational movement around a loop? I can't. It just seems to me that you'd need to fudge with the speed and gravity settings of the Platform behavior way too much. I mean, when you press left, the Platform player moves left... how do you tell it you want to move Up or Right instead, and make the transition seamless around a full circle? Yeah, it's probably possible, but that's so many basic functions of the Platform behavior that you're making workarounds for that it hardly seems worth it to me. If you have to change the fundamental movement so much, you might as well go completely custom and save yourself the headache.

    I'm sure Quazi could, though.

  • If the new features were implemented you could make the new turrets act just like the old turrets by setting your Fire Rate to what the Reload is currently, setting the Reload speed to 0, and setting the Ammo to 1. It would behave exactly the same way then.

    Also, I think it's more logical to have your turret store an Ammo amount, rather than the bullet itself... after all, a bullet is just one unit of ammo. As for getting more ammunition, how about a "Reload" action?

    Also, a suggestion (if these features are considered): Setting Ammunition to 0 would mean "infinite." Oh, and what I meant earlier by "Constant fire" is that it should always fire when the target is within range, not just when the angle is appropriate. Unless there's already some method to do this, and I'm missing it.

  • Well, he already said he didn't want to do it that way.

    Anyway, I think using Platform behavior to create full on Sonic-style movement, with loops and everything, is pretty much an exercise in futility. Fundamentally it's a completely different style of movement, and you'd have to wrestle with too many factors just to cancel out and overcome the basic Platform behavior itself.

    A Sonic engine would more likely have to be 100% custom to work well and properly, and that's not something easy for a beginner to tackle.

    Though maybe with the new Custom Movement behavior (or whatever it's called) coming soon, it might make at least doing the controls, speed, and collision easier, if not the loops themselves.

  • So don't use "Center view on me." Use the System action "Scroll to object" instead.

  • is it the sort of thing that would be better implemented in the behaviour?

    Tough to say. Ultimately, it's down to the developer's judgments on that, and they don't always make their intentions known . It seems to me that adding Ammunition, Fire Rate, and Constant Fire would be useful, though.

  • What is a 'google'??

    I don't have anything noteworthy made, but I wouldn't mind hearing other people's work

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deadeye

Member since 11 Nov, 2007

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