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Messages - xRANDBOx

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Ask a Question / Re: How to publish and whom to publish.
« on: June 17, 2018, 05:53:43 pm »
Maths all the people.
Sell to everyone.
You get all the money ever.

Guys, i think he created the perfect formula here. Game over. :o

Windows / Mac / Flash / HTML5 / Re: Total Singu
« on: May 30, 2018, 04:32:11 pm »
Thank you!

Ask a Question / Re: Making animation change with proximity
« on: May 29, 2018, 03:35:38 pm »
This is for enemy.
setting the distance x & y will find the 2 axis between the player and enemy.
set distance will find the square root of the 2 axis 'make a line to the player from the enemy'
that distance now has a pixel distance value between the 2 actors
if distance <= 10
     set animation for self to flashing
     set animation for self to idle

note you might need a larger value than 10

There are many different ways to do this. One is try having a animation for the different bullet types.

create game attributes [bullet count], [bullet type] & [bullet damage].

[for power up]
if actor collides with power up  <<< if player collides with power up
     set bullet type to 1    <<< set the type of bullet to fire
     set bullet count to 10   <<< set the amount of bullets able to fire
     kill self   <<< kill power up
[for actor]
if bullet type = 1   <<< assigned from power up collision
     set bullet animation to 1     <<<< this is where the animation for different bullets applies.
     set bullet damage to 1   <<< The bullet damage

if fire button was released   <<< if player shoots
if bullet type = 1
     set bullet count to bullet count -1   <<< subtract bullets from total allowed
     if bullet count <= 0   <<< while bullet type = 1 if bullet count equals or is less than 0
          set bullet type to 0   <<< set bullet type back to default

If bullet type = 0
     set bullet animation to 0

Windows / Mac / Flash / HTML5 / Re: List of Games on Steam
« on: May 29, 2018, 01:17:06 pm »
My game Total Singu will be available on Steam June 15th

Windows / Mac / Flash / HTML5 / Total Singu
« on: May 29, 2018, 08:37:21 am »
Total Singu is a top down shooter. Follow the main character Singu, through this short but epic narrative. Discover and uncover the journey though 15 levels of exploration and find out what it means to be Total Singu.

Total Singu is my first complete game project on this scale. It took me a few months of working on/ learning to get this far. I hope you enjoy the game as much as i enjoyed creating it. I have had a lot of positive feedback from the community over the months of building the game. I would like to thank you for the continued support you have given me.

Game Trailer:

Newgrounds Demo:

(Where to BUY)

Game Jolt


Ask a Question / Re: [Solved] Example of raycast api using blocks
« on: May 10, 2018, 08:09:33 pm »
This solved my issue with enemy firing at wall when player was in range of them.
Example code in pic for reference.

Ask a Question / Re: Example of raycast api using blocks?
« on: May 10, 2018, 07:36:56 pm »
Okay, after messing around with blocks here is what i have.

1. created a local attribute list i called RaycastList
2. created a when updating event
3. in the updating event i placed the RaycastList attribute.  inside of RaycastList i placed [ray cast from] block
4. created a when drawing event and drew the text above my enemy character

Results i can now see a list of what is being tracked from the enemies view point.
now to experiment and see if i can make list usable.
pics attached.

Ask a Question / [Solved] Example of raycast api using blocks
« on: May 10, 2018, 06:37:35 pm »
This might be a dumb question... How do you apply raycast api blocks? What do they plug into?

i have read the read me file that comes with the extension. i have looked for examples, most/all of which show scripting text. So what i am asking, can someone show me a block example of how these blocks are used? any info is appreciated. i understand better with visual examples. so a visual of how to get started with the blocks would be nice.

Ask a Question / Re: How to make collision read closest contact?
« on: May 10, 2018, 05:40:36 pm »
Thanks for the info! I'll check into raycasting from here.

raycast post i found:

Ask a Question / Re: How to make collision read closest contact?
« on: May 10, 2018, 08:00:58 am »
which point on the wall is closest to the enemy [self]. in the picture you can see enemies are almost pressed against the wall but the sensor on their heads are reading a distance beyond the first wall. that is due to the sensor reading the next wall collision. is there a way i can make the sensor (redline thing) read the closest contact distance to enemy aka [self]?

if not, what i am trying to do is make it where the enemies dont shoot at the wall when the player approaches. so they would wait until clear line of sight before shooting.

I am trying to get the collision to read the closest contact. as you can see in the pic. the Red part of the line on each enemy has a sensor collision on it saying when it contacts a wall measure that walls distance to self. i have a draw instance above their heads showing wall distance and player distance.  the 2 enemies in the top right, should be reading lower numbers on wall #. but they are not. they read the last wall collided with and ignore the previous collisions.

i have created attribute to make wall read happen only once, this doesnt work or update. i also, added to it, to make it toggle on again. but it ignores the closest wall. so i stripped it back down to the basic distance measurement.

Is there a way i can make the sensor read the closest contact? pics are attached. thanks

Ask a Question / Re: How to make collision box rotate with actor?
« on: May 07, 2018, 06:13:11 pm »
thanks squeeb that was the problem. switched to box 2d

Ask a Question / Re: Hud will not appear on large scenes
« on: May 07, 2018, 05:14:16 pm »
move the Create Blue Crystal, Set crystal icon, Set Hud created? to when created event and out of the the when drawing event. on draw text Blue Crystal Count, try removing the x of camera + 30 and just use X: 30 Y: 2

can you not assign each sound to a channel instead of a tower? like if tower does this play sound on channel?

if tower action 1 = true
     set volume for channel 1
     play sound for channel 1

if tower action 2 = true
     set volume for channel 2
     play sound for channel 2

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