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Messages - Photon

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16
Stencyl Jam 15 / Re: Winning Wings - A Pilotwings homage game
« on: May 07, 2015, 05:45:56 pm »
FWIW, Pilotwings 64 was the bomb-diggity. Hope you can capture some of the same spirit of that game!

17
Stencyl Jam 15 / Re: Worp [Stencyl, Newgrounds, coming soon to iOS]
« on: May 06, 2015, 08:11:31 pm »
Excellent stuff man. After playing it for a bit I could tell there are some subtle tricks going on to throw the player off balance. My best was 83.

As has already been said, it can seem a bit too "random" at times and the difficulty can be a little much at the beginning (particularly because of those tricks I mentioned.) Whether or not those become problems or just drive the insanity factor in the right direction I suppose may yet to be seen. This is really great stuff.

I hope that your NG version doesn't have the "crappy phone port" message on it though. There's no need to give a bad first impression when the game works fine on Flash.

18
Ludum Dare 32 / Re: FIREFLY GUN !
« on: April 26, 2015, 07:45:27 pm »
You need to specify between your compo and post-compo edition; currently I believe the Web link on your page points to the post-compo which is not what people should be judging you on.

19
Journals / Re: 3RR0R (Pronounced Error)
« on: April 25, 2015, 02:46:58 pm »
Why not just post it on the Arcade to play? It'd be easier for us to play that way.

20
Run Stencyl as an administrator and see if that fixes the error.

Not sure about the compile time.

21
Ludum Dare 32 / Re: LD 32; "An Unconventional Weapon"
« on: April 20, 2015, 07:23:07 pm »
WOW! 2805 entries, guys! Somehow, someway, it just keeps going up... :o

22
Ludum Dare 32 / Re: Love is a Weapon
« on: April 19, 2015, 08:55:39 pm »
Did you disable voting or something on your page? I don't see any rating categories.

23
Ludum Dare 32 / Re: Turbo Moon Hero!
« on: April 19, 2015, 06:16:48 pm »
YEAH! Made it!

http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=7658

This is my first time submitting to the 48-hour compo instead of the jam! OH YEAH. I think it turned out pretty well all things considered. Hop on over and give being a moon hero a try!

Phew... :)

24
Ludum Dare 32 / Re: Turbo Moon Hero!
« on: April 18, 2015, 09:22:15 pm »
Gameplay is pretty much set! Hopefully I can put some graphical and audio polish on this thing tomorrow afternoon and ship her in.

25
Ludum Dare 32 / Re: Turbo Moon Hero!
« on: April 18, 2015, 02:08:40 pm »
Implemented battleships that fire missiles straight at your planet. Why do they do it? Who knows.

This is starting to shape up nicely. :D

26
Ludum Dare 32 / Turbo Moon Hero!
« on: April 18, 2015, 12:55:00 pm »
Its a dangerous world galaxy out there for a world. Meteors and pirates, oh my! That's where you come in... as the MIGHTY TURBO MOON HERO.

In Turbo Moon Hero, you take control of your host planet's heroic moon, ramming into nearby debris and space nuisances to dispose of them. And equipped with your mighty "turbo" power, nothing can make it past you... right?

  • Control your rotation around the planet to block incoming galactic objects.
  • Watch out for meteors, pirate scouts, hostile battleships, etc.
  • Destroy enough objects to fill your turbo gauge and unleash your incredible "Turbo Frenzy."

This idea has been pretty simple to implement so far. Hopefully I'll get it cranked out in time. Here's a WIP in picture screenie, though the moon doesn't look very heroic thus far. :)

27
Ludum Dare 32 / Re: LD 32; "An Unconventional Weapon"
« on: April 17, 2015, 11:58:48 pm »
I looked at this theme and was like, "Ugh." Yet the consensus I've seen so far is that this is a good theme.

I actually wasn't planning on participating, but I lo and behold I got hit with an idea that I may be able to get together and that I think is actually quite good. I may put some hours in on this Saturday and see what happens, but no guarantees. ;)

28
Where you are creating your actor. You use the calculations to set its speed, among other things as necessary.

29
Oh, so the actor is facing the mouse? Your calculations will look something like this if so:

Code: [Select]
base_speed = some number;

x_speed = base_speed * cos(mouse_x - actor_x)
y_speed = base_speed * sin(mouse_y - actor_y)
I may have flopped mouse and actor in the subtraction... can't remember off the top of my head. It should be obvious because it'll fire opposite of the mouse.

30
Resolved Questions / Re: NEED HELP WITH SPEED
« on: April 15, 2015, 07:25:53 pm »
So are you saying the ball just naturally slows down over time? Try turning down linear dampening to zero.

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