Rhindon's Recent Forum Activity

  • Blacksmith - *GRINS* I'll have to ADD more!

    I do have this VERY cool - well, I surely think it's cool - idea for the home screen. It's a mild touch of Matrix-ish interaction. Think "hacking".

  • Thanks, &

    Alternatively, or a variation of the old/young Sandy... Have Sandy B be the main character, but have Sandy A be the "unlockable" character where aspects of her past can be played in-game and detail parts of her story only hinted at in the main game. Like, let's say her main story hints at why she got into the superhero business... Well, somehow you can unlock a special level that lets you play as Sandy A to explore that sub-plot, thus adding replay to the game - finding hidden stuff - which also opens up deeper content of the character. People - like me - will eat it up like Cap'n Crunch on Saturday morning while watching cartoons in my pajamas.

  • Blacksmith - :D Dude, that put SUCH a big smile on my face. Thank you so much for that. I was worried the virtually "what is this" content wouldn't garner any feedback. And I really appreciate that you notice the head turn. :) Actually, it's the treads, body, and head. The body turns a bit slower. I may change that to just the head and treads. As you noticed, the head looks like it's bouncing while moving. That's not supposed to happen and was due to the choppy recording initially...or it's my laptop. Not sure.

    Anyway! Thank you for the support! More to come!

  • ...Video uploaded to YouTube instead of Dropbox...

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  • NotionGames - Well, bro, just like everyone's saying on you Facebook page, both are great. There's no real either/or here. If you don't use one, you can use it in a later game. I actually am going back on my original idea (using young Sandy in a prequel) and agree with the suggestion that you use BOTH incarnations in the same game. That is, parts of the game will be in the past/future, and the other will be in the present. Heck, you could even have part of the plot be where young/old Sandy gets zapped and is affected in age. Maybe she can later manipulate that and age/de-age herself to make use of different abilities accordingly (now that I think of it, that's very much a Zelda:OoT feature...but, you could make it work). Anyway, like I said, I really do not think this is strictly an either/or option. :) Both are great and both will be used to the best of their own unique qualities. I think you'll really NOT have a problem with the audience. Don't worry about age groups. Trust me... Team Notion will thrive with virtually everyone. Just trust me on this. :) You'll do amazingly.

  • This is strictly a raw preview of some of the action that will appear in the game. Gameplay - what little is seen here - and the story will be refined as the game develops. More will come very soon...

    F.I.N.N. (or FINN...the definition of the acronym is pending) is an AI robot newly self-aware. With the growing curiosity of Johnny-5 ("Short Circuit") and the robotic innocence of Wall-e (Pixar's "Wall-e"), FINN has two basic criteria to fulfill: "mooore input" and to evade capture. FINN's journey will take the player through his eyes, with pieces of the story coming together bit by bit (similar to the Metroid Prime story telling). His purpose, how he came to be self-aware, and why everyone but three mysterious people is out to capture him will be revealed as FINN learns more about himself.

    FINN is a stealth-action game. Inspired by games like Metal Gear and Splinter Cell, this game will drive the player to explore buildings, jungles, and more. Exploration is key, as it will be the source of evasion points and secrets. Having no offensive options, FINN will have to rely on his wits and come to learn about himself and his abilities if he hopes to discover the world around him and the world inside his own digital mind.

    It is my hope to create an experience of mystery and atmosphere through the discoveries FINN makes, including witnessing FINN's own throughs as he encounters new items, locations, and events...even just random "ramblings" as an AI might think of. (Think of the Forest Temple music in "The Legeng of Zelda: Ocarin of Time" and how it promoted an almost-eerie ambiance as you explored this nearly-deserted temple. It's that experience I hope to translate to FINN.) All the things we might take for granted will be like new to the player through FINN's experiences. The emotions and the search for one's self I want to try to present here.

    All in due time as development takes its next step...

    Without further ado, the (albeit, very brief and somewhat sparse) video!

    [TUBE]http://www.youtube.com/watch?v=RxaB7XDvF-M&feature=youtu.be[/TUBE]

    There are several items and a couple of other features not presented here. For now, I simply reveal the starting/basic types of enemies.

  • This game will definitely be finding its way to any and all consoles I can get my hands on.

  • Are there any particular rules about uploading DEMOS to the Scirra Arcade? I PLAN to have one ready by tomorrow. I saw the upload rules regarding the plugins and behaviors - no worries there.

    Anything else I should be aware of?

  • newt - THANKS! Got it working! In fact, I FINALLY have a viable patrol system that works better than any of my previous incarnations!

  • mindfaQ & JohnnySheffield - Thanks! And that x/2 is even better.

    Now for the bigger question. With Pathfinding, does the condition of "On Path Found" become true when the object doing the behavior collides with the point being sought? Because what I WANT is for the Object.X/.Y values to equal the actual X/Y destination. But it always seems to stop short.

  • Wanting to verify...

    The origin point of any tilemap object instance is in the top-left corner, correct?

    If so, let's say I want to pin-point the center of the instance which is 10x10 pixels... I would simply say:

    Tilemap.X+5

    Tilemap.Y+5

    ...yes?

  • armia - Thank you. :)

    What I'm trying to do is create enemies that will rotate towards the player when in range (distance( )). When the LOS behavior becomes true on top of that, then I want the OTHER instances of that enemy to rotate towards the player, as well, even if the player is not within range of the other enemies. In short, it'll be like, "I see the player! Everyone home in on him!"

    The trick is getting the OTHER instances to still react as individuals when the conditions call for it.

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Rhindon

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