Ahr Ech's Recent Forum Activity

  • An array might be useful if you want a set pattern, but if random is fine you can just use Compare Two Values and set it up like this:

    random (0,10) < 3 every x seconds spawn object

    Or something to that effect anyway. Roughly three of every ten would be TNT there. You could even make it a variable so you can dial it up for difficulty. To make them move you can either give them a bullet behavior or just set your object.X to object.X+1 or whatever you need.

  • This might give you some ideas. http://www.vlambeer.com/2013/04/02/rand ... and-kings/

    You might also look into how Spelunky generates it's levels. It sort of combines authored content with procedural generation by having a set of pre-made rooms that are stuck together semi-randomly.

  • Working on a new enemy type for Reliquary this week.

    The bat things are basically homing missiles.

  • Graphics Gale is pretty great for pixel art and animation. Paul Veer, who is currently doing the art for Nuclear Throne, swears by it.

  • You can probably just do something like system / set scrollx to player.x without using ScrollTo at all. Or you can use an invisible sprite with ScrollTo and set it's postion to player.X if you prefer.

  • Looks pretty cool, great spritework! What kind of game is it? I'm assuming some kind of 4X thing.

  • Looking good everybody!

    Here's a peek at the second major area in Reliquary.

  • The usual method for isometric or 3/4 view Z-sorting in C2 is to add everything you want sorted to a family and set up an event like this:

    For additional control, I like to add an instance variable to the family called elevation, and sort by IsoObject.Y+IsoObject.Elevation. That way I can change an object's sorting priority without changing it's position. Hopefully you can adapt that to suit your needs.

  • lolpaca Glad you liked it, thanks!

    Based on feedback and a few playthroughs that have popped up on youtube I'll have a small update to the demo rolling out soon to fix a few bugs, tweak a few enemies and make the controls and abilities more obvious. One guy never figured out the jetpack and had to use his gun for propulsion as a last resort, and another guy didn't know about the blink ability. It's really easy to think something is intuitive if you're the one making it, while to anyone else it's just obtuse.

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  • Very nice game.

    If you can make the player use the arrow keys to move this will be great.

    I'm interested in your way to make the save and load system, did use a plugin for it or just the save and load events ?

    Thanks! Custom keybinds and controller support are on my to-do list for sure. For saves, yes I just used the save and load events. I'll be adding multiple save slots eventually too.

  • Man, I've really been neglecting this thread. I was in a mini-crunch getting the game as polished as possible before the June 2nd deadline for Intel's Level Up 2014 contest . I got it submitted at pretty much the last second, and now that I've had a few days to decompress I'm remembering to update people on how it's doing.

    You can download it here: http://www.indiedb.com/games/reliquary/ ... alpha-demo

    The first area of the game and it's boss are included. You can review the controls from the main menu, or bring them up in-game at any time by holding "?". Let me know what you think!

  • I've done something similar for a monster in my game using anglelerp. Hopefully I can word this so it makes sense.

    I'd set the first segment's angle like this: anglelerp(MouseTail0.angle, Mouse.Angle, 0.2)

    Then each following segment would be lerped to the previous one's angle . For a more natural flow you may want to decrease that last value a little bit with each one. So the first might be 0.2 as above and then 0.18, 0.16, 0.14 etc.

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Ahr Ech

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