RAZE - Paladin Wings (working title)

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  • Ah. Should pay more attention to threads. Thought you were doing one of your image replies

    I shall have to check out the new alpha when I have a moment, the first was very cool...

  • Ah dang, hang on guys sorry lol... should be fixed now.

  • Okay, here we go... time to harsh your mellow, dude.

    Upon starting the app I get this error:

    <img src="http://i37.tinypic.com/11v7doh.png">

    I have no idea what it means, but it lets me start the game anyway. Strange.

    Anyway, feedback time...

    Robochick's missiles are slower than she is, which looks kinda odd. If you're flying forward at full speed, then the missiles look like they're spawning behind her. I know it's important to have speed and maneuverability when you're a sexy space robochick, but you could probably get away with slowing her down a little because she is pretty zippy.

    And I hate to say it but the new gun arm also looks off to me. It looks fine pointing forward, but not when it flips around to shoot behind her. I would recommend one of two things:

    1. Make it so she can't shoot behind her. Restrict her aiming to an arc in the direction she's facing. You could compensate for this by having a "Lock" control, so when the player is holding down Lock she stays facing the same direction but can still fly around (that way she can fly backwards to escape from an enemy while still plugging it full of missile).

    ~OR~

    2. Make her gun arm the front-facing arm, and have the arm sprite change when it's max swivel point has been reached, like so:

    <img src="http://i36.tinypic.com/m8fmsw.jpg">

    That way you have a front-side arm and a back-side arm so that it doesn't look like her arm is just going around in bone-twisting circles. Also the far arm isn't passing in front of the body this way. You'd still have a kind of swivelly looking arm though.

    Personally I think option 1 is the better option. Not only would it stop the swivel effect altogether, but ultimately it would make for much more challenging and dynamic gameplay. Not to mention you wouldn't have to to do any further spritework on her arm.

  • Cheers deadeye

    1. I get that same error on another PC I have as well... I have no idea what it is or what causes it, but yeah, the game still works anyway. The other 8 or so systems I have tried it on, it works fine. Weird :/

    2. I tried locking the angle, but then I get the same problem I had with trying to get her head to do the same thing.... she will only aim to the right no matter which way you face. It's like the angle is locked based on the original direction the sprite is facing or something like that. If you could throw together a real fast CAP file of something working where you can still move around at the same time I would be grateful beyond belief!

    3. I could easily change the arm to the other arm... never really thought about that acctually... it would certainly look less awkward when aiming to the rear. I tried making it so the character looked in the direction of the mouse (which would have simply turned her around when you aim "behind"), but then it starts rotating it on 360� even if I turn rotation off... and I have decided I want to stick with just plain left and right... so aiming at the mouse won't work, at least the way I am trying to get it to work. :/

    4. I have been meaning to adjust the speed of the missiles to make them faster. The play area will be much larger in the final game, so her fast movement speed won't make the level seem so small, but trust me when I say, you will NEED that speed once you see what is coming after you It's one of those things I haven't bothered to tweak even though it takes 2 seconds lol.

    Cheers heaps for the input... I will start trying to make adjustments to things, but I am hoping to work out the angle restriction thing, yet still be able to change directions as well. If you want I can always send you the CAP file so you can check out what I have done so far etc, or I can make a quick simple example and see if we can work it out. I'm seriously stuck on that, hense why I made due with another idea (which hasn't quite turned out just right).

    Thanks again mate!

    ~So

  • Dude how did you do those swurving missiles? I'm trying to make something similar...

  • Dude how did you do those swurving missiles? I'm trying to make something similar...

    I just made an event

    +Missile is visible

    +Enemy is on screen

    • Missile rotate towards object XY at angle 10�

    That's about it

    Happy to share the CAP or make a quick example if you can't get it happening.

    ~Sol

  • Ah right! I was thinking it would be something to do with sin etc.

    I'll investigate

  • Ah right! I was thinking it would be something to do with sin etc.

    I'll investigate

    Hell no... Fancy math + me = LOLYEHRITE!

  • Looks sweet from what I've seen from the screenies. Could you please check the "Run without PS"-box and re-upload? Like a second handicap version..

  • Looks sweet from what I've seen from the screenies. Could you please check the "Run without PS"-box and re-upload? Like a second handicap version..

    Sure thing, will do that later tonight though... at work right now and don't have Construct here.

    I'm also working on an experimental graphics change... instead of being anime/cartoon style, I am testing out a digitized photo style instead... will make a vote poll after I have created the character at least to see which one everyone likes better.

    ~Sol

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  • Sorry Attan, I totally forgot to fix this so you can run it lol. Will try to remember to do it tomorrow. Taking a break from this for a bit though... I've been enthused on another project for now... something a little more simplified... perhaps a game that can be completed? It's more likely than you think!

    ~Sol

  • look at my blober cap, the arm on him should help you make a dynamic arm on your char, you gotta realise, when your character changes direction, you need to set up another animation which is the same sprite, but mirrored then you set up a new set of rules for that direction in the events, that way your arm will be properly oriented relative to your character

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