I'm not far from finishing the first level of my game!
I've done most of the background, (and it looks pretty sweet so far)But I've also added a new element to the game:CHARGE ATTACK!To unleash this devastating attack, all you have to do is hold the C key for a second or two, and WHAM! you ship flies across the screen and kills everything it touches, but there are a few catches:- after the attack you are prone to getting hit while you move back into position.-you are prone to getting hit when you charge up for it, (some enemies can move pretty quick)- it takes the longest to rechargeEDIT: Here a screenie just for you:http://64digits.com/users/RetroVortex/screenie1.PNG(and if your wondering, the islands in the background is actually a long looping stip of little islands I made)(oh and its a big screenie, as I was playing it in full screen mode)Another cool thing, is that when a missile or charge attack recharges, your ship will make a sound that tells you that it has recharged, (a metal clunk for missiles, and a low bleep for the charge attack)So far you can use 3 powerups:- RED: Spread fire (you fire 3 bullets in different directions)- BLUE: Sheild (you can take an extra hit before losing a life)- GREEN: Quickfire (you shoot twice as many bullets and you recharge your other attacks quicker)And hopefully, if I can get it to work properly, I'll also have the best powerup:- ORANGE: HOMING MISSILES! (do more damage and attack the nearest object)The problem I'm having with the missile, is that it attacks the enemies in order of creation, rather than the closest one.If anyone can point me to a good homing example, I would greatly appreciate it! [:D]All I have to do now is make a boss, and get those damn missiles to work properly!
My eyes! Did you have to use maximum saturation for everything?
What can I say..
I like my colors! [:D]Make the red-yellow particles start at a low alpha,or(inclusive)make them fade faster
A code I stole from someone like 2 years ago =p its probably a really crappy way of doing it
nearest_type1 = instance_nearest(x,y,SHTL1)nearest_type2 = instance_nearest(x,y,object1)nearest_type3 = instancn_nearest(x,y,shiper)a=distance_to_object(nearest_type1)b=distance_to_object(nearest_type2)c=distance_to_object(nearest_type3)if a<=b and a<=c objective=nearest_type1else if b<=cobjective=nearest_type2elseobjective=nearest_type3then just move towards objectiveThanks for the script.
It should work hopefully…and thanks for the heads-up serprex! I've toned down the alpha on the effects, (I also improved the other effects too, as I prefer to use cartoony disk explosions than the built in explosion effect, (as that effect sucks… and doesn't fit the style)When I say tone down alpha,I really mean make it more alpha
AKA,those particles are way to obnoxious,so fade them out fasterI got what you meant..
I increased the alpha.I'm not some n00b ya know…@bob799: I'm having a problem with that script..I don't think you can have an object move towards a variable…(I've tried various ways to get it to work, but the results are the same…fail!)Don't worry about it too much though….After all that is what the yoyogames help forum is for anyway…I nvr said that,I simply am failing to understand you.Probably my fault,since I'm not even staying consistent
objective.x
objective.ymove towards those thenI know. It just seems we have a bit of communication problem here…
So lets drop it and move on. K?