Lou Bagel's Recent Forum Activity

  • How is the progress going? Feel like I haven't seen posts as often recently

  • I am taking notes on those advices. I do not think I will change this game, but the next one, the sequel, that I am making, I will use all your advices. A friend of mine played a little bit and said the same, the enemies have a big health.

    if you played on a touch device, the touch controls are not so good, I have to take a look at it and make some improvements. playing this game with touch controls is the hard mode.

    I think you did a really good job. To summarize, in action games like this I think faster is more fun. So moving faster, more enemies that you can take out faster, etc.

    Yeah, if you are making another similar game then I get you, no need to remake, just use for future reference. I did play on mobile, FYI, touch controls weren't that bad

  • If there are no obstacles to go around I probably wouldn't use pathfinding—I've found it always takes a noticeable amount of time to determine the path.

    I would use:

    LOS - determine when in LOS of player

    Instance variable - once spotted change the instance variable (state machine)

    If variable then use whatever movement towards player

    That should be enough for the basics. After that there are infinite variations in how you want the enemy to chase.

  • Dang, your pixel skills are really coming on. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    I have to ask, what do you use to make your gifs? I've tried a number of solutions and have yet to find anything that comes out the way I want.

    I use GIMP to do my pixel art and can make gifs in it but I use a free program called licecap to capture gameplay from the screen which it saves as a gif:

    http://www.cockos.com/licecap/

  • Good stuff

    I would recommend increasing acceleration and deceleration so he doesn't feel as sluggish. Maybe top speed a little bit as well.

    It is really much harder to pick up the coins than it should be. That should be an easy fix.

    Everything you got there is really well done though. I'd say increase the speed, reduce enemy health, and add another attack or jump or something for variety to increase the fun. Maybe think TMNT for inspiration.

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  • You try something as simple as:

    Every Tick: object angle = object angle + 1

    Test it out and see if you want it faster or slower and adjust the number.

  • Don't think you need a family for that necessarily. Add a condition to test if layer is visible. Can use object.layerName if layer may vary.

  • Also, try applying force depending on how much the device is tilted. That is probably why it feels sluggish or not realistic.

  • What is the question? 40-50 fps isn't bad, especially for a physics game.

  • First, are you using png format? Jpg would definitely cause a problem.

    Other than that it is pretty straightforward. Your Sprite should be the same size as the gimp file. If you resize in GIMP make sure interpolation is set to none. You can also try changing the layout scale if needing to zoom in or out.

    There is nothing tricky here so if you can't fix it you will have to provide step by step what you are doing, a capx, or screenshot.

  • Have you tried when the text object is clicked to determine where the touch/click point is? Then find a formula based on position to determine which word.

    There are fonts where each character is the same size so should be possible.

  • Quick post to show some of these peeps in action

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Lou Bagel

Member since 7 Sep, 2015

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