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Messages - KaB00MxRHx

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Windows / Mac / Flash / HTML5 / Re: Plug Me - 4th at Ludum Dare 39
« on: September 08, 2017, 10:02:24 pm »
Very fun! Very hard! good job on this I can't believe it only took 72 hours to make.

Windows / Mac / Flash / HTML5 / Re: Journey to the stars - Alpha version.
« on: September 08, 2017, 09:48:33 pm »
pretty hard game. couldn't get past the second (purple) level after like 7 tries. There was a particular part that I kept failing on that seemed like I couldn't make the jump no matter how many times I tried.

Overall I like the atmosphere of the game. Cool music with cool backgrounds, had a mellow vibe to it with pretty difficult platforming. I liked the random pickups where it was like, okay this one makes me faster, okay this one makes my jumps higher, and they would run out after a bit of time. It was cool. Also really good visuals! I like the power up bar and the backgrounds the most. And the blob's expressions are pretty great too.

Not a big fan of the direction you decided to take with the camera. I see where you tried to go with it but the changes in directions cause the camera to be way too sporadic.

Overall, I'd give it 6/10 so far. Again, I tried around 7 times on the second level. Maybe I need to git gud but that one particular part I kept falling short of my landing block.

Ask a Question / Re: Question about calculating distance
« on: September 06, 2017, 06:42:54 pm »
WOW that's so much simpler than what I've been doing. THANK YOU A MILLION for sharing that Liberado!

Ask a Question / Re: is it possible to get a list of collisions?
« on: September 05, 2017, 07:21:48 pm »
wasn't there a way to play the game with collisions drawn so you can see? I've seen that before in a tutorial but I can't figure out myself how to get it to view the collisions when i run the game.

Ask a Question / Re: Question about Regions!
« on: September 04, 2017, 06:43:55 pm »
where do you customize the origin point at ?


-Pause Menu w/ music/sound volume customizations and restart button. (now you can turn that gross zombie sound down..whew)
-Dash function with "stamina" by double tapping (  ;D )  a directional movement.  (SKIIIRRRRRRT!)
-Randomly "lunging" zombies. Zombies will turn red for 1 second and make a sound before "lunging" at player character.  (You won't like them when they're red!)

Smaller updates:

-Set player to be unable to jump while falling from a platform without having jumped off it. (no more freeby jumping from the pit of doom)
-Turned the pickup bullets into "sensor" type collisions to stop messing with falling on them and then falling on tile and creating an awkward fall damage interaction.  (oh it broke my fall but I still take 2 chunks of fall damage? great).

Up next:
First boss . Will incorporate a large animal and explosions
Choosing your level from a menu. (sick of that first level already? skiiip)
Also thinking about adding a "zombie kill" counter. That saves to your game file with achievements for reaching certain numbers of zombies killed with rewards of some such. (Everyone likes that sense of accomplishment right?  8) )

As always, feedback is greatly appreciated as well as advice on splatting certain bugs you may come upon.

See ya next time!

Ask a Question / Create Actor block.. Pause Menu [Resolved]
« on: September 02, 2017, 12:22:54 pm »

Instead of using ( x-center of camera / 2, ) I used ( x-center of camera - ( screen width / 2 ) ) . It set my pause menu over the left but it works in that it doesn't change where it is when I move my character to the right of the scene and pause the game. Something to do with dividing x-center of camera doesn't work, probably because it's relational to the scene? I'm not sure but working in absolutes ( + or - a certain number ) seems to work rather than multiplying or dividing.

Does the [create actor] block function like the [draw text] block in that the x and y coordinates are for the current screen, or is it the x and y for the actual scene.

I ask because I'm creating a pause menu that is currently creating

my  pause menu (actor) at x-center of camera / 2 , and ( y-center of camera / 2 ) - 100 .

 When the game first loads up and I pause it's in the perfect position, but as my character moves right in the scene and I pause the pause actor gets created more and more left the more right I go.

Any help with the correct creation x and y I'm looking for for this?

Thank you I'm kind of stuck on this.

Windows / Mac / Flash / HTML5 / Re: Kongregate: Geometric Destruction TD
« on: August 31, 2017, 06:15:09 pm »
So I closed out a bunch of programs that were running in the background and gave it another honest shot, and it helped out a lot. The only time I lagged was the fireworks cinematic played in the beginning and after I beat a level. I think that just shows the performance of this computer though and not necessarily your game. This computer can't run terraria.

I five starred it. I really like the upgrade feature you gave to each tower, that gives a lot of customization.

Windows / Mac / Flash / HTML5 / Re: Kongregate: Geometric Destruction TD
« on: August 31, 2017, 05:54:36 pm »
Seemed really awesome! However, the rinky dink laptop I was trying to play it on can't handle it and I was lagging lol. Will try again when I get home to my desktop.

Windows / Mac / Flash / HTML5 / Re: Rusty Floyd Shotgun
« on: August 31, 2017, 05:18:05 pm »
Newest update:  0.1!

Psychedelic theme is still the goal once my art skills get up.

Added fall damage, level texts, dying text, and another level! Have a bug I can't solve where, if you play the second level you'll see when you're up against a wall and shoot the zombies you jump behind the tiles and are stuck there. Any help with that bug is greatly appreciated.

There's an interesting mechanic to use if you get past that bugged area to easily kill a large amount of zombies with little ammo. Hint: gravity.

Looking to make new enemy types for the next levels with different mechanics to play around, but will have to be making them in photoshop and that takes forever.

Thanks to anyone who plays it and gives feedback!

Windows / Mac / Flash / HTML5 / Re: Rusty Floyd Shotgun
« on: August 29, 2017, 02:13:29 pm »
I like that! Gonna have to think about how to incorporate that. .

Windows / Mac / Flash / HTML5 / Re: Rusty Floyd Shotgun
« on: August 29, 2017, 12:06:19 pm »
Thanks for the feedback guys it's much appreciated!

Jeffrey, yeah I'm going to tone down the difficulty as you've said. But that is the feel I wanted to get: is kind of hard and making each shot count. It's a cool mechanic where you might fail until you learn to line up the shots right and then when you beat it it's a pretty cool feeling, that's what I want to go for atleast.

Adding fall damage, so I can add more interesting encounters. Thinking about adding a health pickup but that would make me make longer levels, still deciding if I want to go that route. This is a ton of fun I'm having a blast with it.

Ask a Question / Re: 2D Shooter Fall Damage
« on: August 29, 2017, 11:53:58 am »
Yes! that absolutely worked!

I'm kind of cheating by using the 100 frames per second updating time, it's not the most clean coding.  I noticed on the update it was doing it twice before it would reset the y-values, so I divided each increment/decrement event by half to accomodate. I don't know if that will come back to bite me in the future or not.

Thanks Jeffrey, you're the best!  8)

Ask a Question / Re: How to change animation when firing a bullet
« on: August 29, 2017, 03:59:56 am »
What he said, a boolean that sets to true when firing , then after .5 sec setting that Boolean to false. And then when Boolean is true, switch to shooting animation, if Boolean is false switch to general running/idle animation. Make sure you don't have any conflicting "switch animation tos" under an updating event that could be constantly switching your animation to run or idle or whatever.

Windows / Mac / Flash / HTML5 / Re: Rusty Floyd Shotgun
« on: August 28, 2017, 09:42:45 pm »

Thank you JeffreyDriver!

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