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Messages - marcos

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31
Work In Progress... / Re: 2.5D Arcade Platformer
« on: January 29, 2015, 04:03:58 AM »
And when many of these objects spawns is it done with one FSM plus arraymaker? Or is it multiple FSMs?

I just have an FSM that spawns them from a pool using Pool Manager 5. All the behaviours and so on are just contained on the enemy prefabs.

Isn't there some way I could pull something similar to that with playmaker or write a c# script? Just in case I start experimenting with gameplay mechanics that are like a bullet hell or shmup?

I think someone made one in Playmaker and put it on the asset store, so it's definitely doable.


Latest webplayer:

https://dl.dropboxusercontent.com/u/82743416/Avoision%20New/Marky%20Bola%20-%20Avoision.html

New Features:

- More enemy types
- Gradual difficulty increase
- Removed timer
- Removed score multiplier, each enemy you defeat is worth 1.
- Added some basic sound effects

32
Work In Progress... / Re: 2.5D Arcade Platformer
« on: January 20, 2015, 11:51:44 PM »
And when many of these objects spawns is it done with one FSM plus arraymaker? Or is it multiple FSMs?

I just have an FSM that spawns them from a pool using Pool Manager 5. All the behaviours and so on are just contained on the enemy prefabs.

33
Work In Progress... / Re: 2.5D Arcade Platformer
« on: January 20, 2015, 09:26:05 PM »
When you play tested the game, every time you destroyed or jumped on the orange red squares, did a coin appear after it's destroyed?

Plus, what do you feel about the speed of each object, does it feel right to you? I thought in the beginning, they seem a little to fast for me to keep up.

Yep. When you bounce straight up and down on a walking guy it looks like one doesn't spawn because you collect it instantly. It'll be more obvious with particle effects and sound effects.

At the moment it's super hard, and also the gameplay isn't where I want it to be. It needs to be more about avoiding enemies and taking them out at a good moment, rather than just bouncing constantly on their heads. But I will tweak the difficulty and so on once I've implemented the other enemy types.

34
Work In Progress... / Re: 2.5D Arcade Platformer
« on: January 20, 2015, 01:31:16 AM »
Try now, I'm the mayor of Struggletown at the moment.

Here's an updated gameplay video:


35
Work In Progress... / Re: 2.5D Arcade Platformer
« on: January 20, 2015, 01:02:02 AM »

36
Work In Progress... / Re: 2.5D Arcade Platformer
« on: January 20, 2015, 12:09:21 AM »
Oh cool! I hadn't seen this before :)

Here's a webplayer of the current build:

https://dl.dropboxusercontent.com/u/82743416/Avoision/Avoision.html

Let me know what you all think :)

WASD/cursor Keys to move, space to jump, left shift to restart.

37
Work In Progress... / Re: Animation project
« on: January 18, 2015, 07:37:24 PM »
Looks pretty cool!

Only thing I can think of is perhaps having less bounciness when they push against the egg, or having them not change direction as much when they collide with the egg. Doesn't make sense for them to do a U-turn when they're trying to fertilise that thing.

38
Work In Progress... / Re: 2.5D Arena Platformer
« on: January 17, 2015, 06:55:25 PM »
Super Smash Bros. is the main influence behind the sort of level I want to make.

39
Work In Progress... / 2.5D Arcade Platformer
« on: January 17, 2015, 06:56:34 AM »
Hey there,

Been working on another little prototype, this time a small arcade platformer. The goal is to make a simple high score game with gameplay that is something like a single-screen Donkey Kong Country.

Here's a video of the current build:


Still early days, but got the basics in there for now. The one-way platforms were a bit of an adventure to do, but I'm happy with how they work.

I've got a rough idea of what sorts of other enemies I want to have, but I'm going to spend a bit more time fleshing them out so that they each feel distinct. I want there to be a little bit of strategy involved in defeating the enemies, instead of just jumping on their heads blindly.

Mark

40
Work In Progress... / Re: Spygame W.I.P (No Name Yet)
« on: December 19, 2014, 05:33:29 AM »
Making nice progress! What are you using for your pathfinding? I've started playing around with PolyNav for something, it's rather cool. :)

41
Work In Progress... / Re: Spygame W.I.P (No Name Yet)
« on: December 04, 2014, 04:10:41 AM »
Cool! I like this type of game :~)

42
Share New Actions / Re: String Typewriter
« on: December 02, 2014, 12:53:00 AM »
This is cool! Thank you!

43
User Showcase / Re: [iOS/Android] Parasol - Out Now
« on: November 25, 2014, 05:41:10 AM »
Parasol is now available on Android devices! Download it for free on Google Play!

https://play.google.com/store/apps/details?id=com.markybola.Parasol


44
Work In Progress... / Re: Match 3 Game Bejeweled Style
« on: November 17, 2014, 12:09:00 AM »
Awesome start!
Keen to see more :)

P.S You're welcome :D

45
Work In Progress... / Re: Match 3 Prototype
« on: November 12, 2014, 12:56:22 AM »
I made it so that it removes the entry in the array upon making a match (and despawning the gem), which causes the entries after it to shift one space down. Then I check how long the array is, and add the required entries to fill it out. After that I use the array indices of the gems to check a vector 3 array containing destination positions, and move them into their corresponding slots.

I don't have any hardcore math in at the moment to ensure that a match is always possible. I kind of wish I didn't drop that subject as soon as I could back in high school.

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