Headbang Games's Forum Posts

  • I am connected with chrome for the next hour, if someone want to try it out against me, just go to this link in a chrome browser:

    Tank Game

    There is only one room with two players defined right now, so if you get an error 'user2 is already taken', bummers...

    some info on the game:

    The game inspired by the classic atari tank game.

    The game uses peerJS and for now is set to automatically connects and limited to 1 room for now, that means 2 players at a time tops.

    Remember, peerJS is limited to work Chrome Vs Chrome, or FireFox vs FireFox for now.

    Controls and logics:

    Move the tanks with the keyboard's arrows or with the on screen analog stick.

    Fire by touching one of the weapons button or with z,x,c,v,b,a,s,d,f,g on your keyboard (on screen key hints when hovering a button with the mouse)

    You can press Q, to flip the controls from right to left hand layout.

    Each player starts with 200$ (money pickups generated randomly throughout the level), each weapon/powerup cost a different amount of money.

    Each player has a flag and a guard tower that targets the enemy, capturing the enemy's flag and taking it back to your base rewards you with 200$.

    The flag can be snatched back by colliding with it.

    Avoid the helicopter, if you're in it's range it will follow you and shoot on you.

    There are 4 shortcut portals one on each side of the layout.

    The map and minimap are generated randomly by user 1 and then sent to user 2 onConnection.

    weapon types:

    1. bullets

    2. 2 angled missile

    3. drop down dynamite

    4. drop down sawblade (moving object)

    5. speedup for 12 seconds.

    6. homing missile (auto destroyed after 5 seconds, enough time to reach from 1 end of the screen to the other, but also avoidable, with quick maneuvering or using the teleporters)

    7. shield for 15 seconds

    8. flamethrower - stays on for 10 seconds.

    9. invisibility for 15 seconds (also effects minimap)

    10. airstrike - confirmed hit - unavoidable.

  • I am trying it right now.

    My tablet runs android 4.1.1 and though they said it should work from version 4+ i only had 4.2 in the os version options and i couldn't find a way to change that anywhere.

  • Hi everybody,

    I am in need of a file reader plugin for one of my projects.

    The plugin should have the same functionability as pode's

    FileReader:

    scirra.com/forum/plugin-filereader_topic50038.html

    1. on click - open file browsing.

    2. allow filter file browsing dialog by extensions.

    3. onFileloaded event condition

    4. ability to read file content into a sprite.

    Last and most important thing, the button should be a sprite object i can attach an image to.

    This is a paid gig, contact me if you are interested.

    Thank You.

  • Is it possible that CocoonJs does not support the touch ForID expressions?

    Playing on android through firefox i am getting the right result, but not on CJ.

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  • Nevermind i finally got around it using Touch.XForID.

    Thanks anyways!

  • Hi Constructors!

    HELP!

    I've been fighting with setting up some multi touch control events.

    I am moving the player using isTouching sprite.

    and i have a big blank sprite covering most of the screen for firing.

    my firing events says if isTouching fireSprite, spawn a ammo with bullet behavior towards angle(ammo.x, ammo.y, touch.x, touch.Y).

    Now if my first touch is on the fireSprite and then i move around while shooting, everything works fine, but if i move first then i try to sho?t the system picks the 1st touch X and Y and shot towards the UP/DOWN controls.

    So what i am basically trying to do is if touchCount or has Nth touch is bigger than 0, pick touch where touch.x is bigger than 150 and shot to that X and Y.

    Any suggestions?

  • i usually add a variable scale on the object and set it to 1 as default,

    then i add or subtract from this variable and set the object scale to that variable.

  • Great, thanks!

  • Not complicated but useful, instead of using 2 different fade behaviours, why not make the fade behaviour reversible?

    Fadeout-Wait-Fadein.

  • Hi, very cool effect you got here!

    I am trying to use it, but i have a problem, i tried putting 5 cards in a family with the flippy behavior on it, then on touch i flip it.

    When i flip the first card it's ok, but when i flip the second/third etc, they all flip together.

    I even tried removing them from the family and putting the behavior on each card individually and made a separated on touch flip for each card and it still flips all of them.

    any idea on how to fix it?

    here's an example capx:

    docs.google.com/file/d/0B3JLq-yXZSwFX0pKUURzbkdlOVk/edit

    Thanks!

  • More updates:

    Added voice-over for the entire game.

    Fixed some issues, tweaked some graphics, fixed story script mistakes.

    added skip intro and dialogues with click/touch.

    Created a new homepage for the game, check it out:

    T.I.M.E - The Interactive Music Experience

    This time around i recommend you'll use firefox, seems to work best with audio, IE sometimes stops playing audio for some reason.

    Or download the PC version.

  • Why is there no way to abort an export in the middle?

    This feature could save some frustration when exporting large projects and then remembering you forgot to change something :)

  • finished storyline (but i'll probably do some rewrites).

    added action sequence after puzzle 9, fight Theda the story's villain.

    for PC, added changing mouse cursors and text for all hotspots.

    added listening mode, activates when you finish the game, so you can listen to all the music without needing to replay.

    fixed some bugs.

    avishaymizrav.com/time

    avishaymizrav.com/time/TimePc.zip

    avishaymizrav.com/time/TimeOsx.zip

    avishaymizrav.com/time/TimeLinux32.zip

    avishaymizrav.com/time/TimeLinux64.zip

  • Hi everybody!

    Just finished adding the final 9th room+puzzle+song, this means all the rooms/puzzles and my entire album is available in the game.

    But that doesn't mean i'm done, so what's left to do:

    1. finish and polish storyline (50%).

    2. add some bg music and sfx.

    3. add some more interaction with objects.

    4. tweak graphics.

    5. tweak UI.

    6. add facts sheets for songs 6-9.

    7. make a small playable action scene for the finale, play against the villain.

    8. possibly record a bonus track.

    9. possibly do voiceovers.

    If you have any comments or ideas i would love to hear them and now is the time!

    Both online and PC versions links are updated.

    Enjoy!

  • More updates...

    I made a new first puzzle, since the previous one wasn't much of a puzzle.

    Added about 50% of the storyline (goes on till after puzzle #5).

    The autosave, saves after completing a puzzle, you can use, S and L, to save and load manually to a separated slot at any time.

    Puzzle #9 is done, but not yet incorporated in the game.

    The online link is updated and here is a P.C version:

    T.I.M.E - PC VERSION