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SquirrelNuts,,, what I have so far.

PostPosted: Sat Apr 14, 2012 9:28 pm
by yourownskills
http://www.dwbailey.com/images/SquirrelNuts.exe


just wanted to post what I have so far.

Re: SquirrelNuts,,, what I have so far.

PostPosted: Sun Apr 15, 2012 12:20 am
by Hblade
Google chrome said it appeared malicious O-o

Re: SquirrelNuts,,, what I have so far.

PostPosted: Sun Apr 15, 2012 7:08 am
by yourownskills
then use firefox

Re: SquirrelNuts,,, what I have so far.

PostPosted: Sun Apr 15, 2012 3:22 pm
by Hblade
I still played it.

It's pretty awesome dude :) good job :D keep up the good work.

Game Editor exports are often claimed as a malware, because of the way it's exported through the program it's self. :P

So if you ever get a game that says it's a malware and was made with GE, don't listen xD it's not lol.

Re: SquirrelNuts,,, what I have so far.

PostPosted: Mon Apr 16, 2012 12:43 am
by yourownskills
glad you liked it...im still a few months off from putting it out there...

Re: SquirrelNuts,,, what I have so far.

PostPosted: Mon Apr 16, 2012 12:50 am
by Hblade
It's alright, keep up the good work :) If you have any questions or need help, the forums will be glad to help you. also, check out the videos here:
http://www.youtube.com/theunpropro

in the playlist tab.

Re: SquirrelNuts,,, what I have so far.

PostPosted: Mon Apr 16, 2012 11:35 am
by NightOfHorror
I am going to give the game a go again and this time place exe where I can find it. Will report to you after school unless I forgot.

Re: SquirrelNuts,,, what I have so far.

PostPosted: Mon Apr 16, 2012 8:20 pm
by NightOfHorror
Okay, I played it twice after school, one to play for fun, and one to see boss.
Pros-
Very creative idea.
Fun fighting style.

Cons-
A little too easy, even for first level.
Boss should have six hearts
Boss should shoot more worms per second.
Worms from Boss should go faster.
Boss projectiles should go farther.

Very great idea. +1. :)

Re: SquirrelNuts,,, what I have so far.

PostPosted: Tue Apr 17, 2012 3:53 am
by yourownskills
thats some great feedback. I will definitely do that...thanks for the compliments as well.... id like to get it to where the little birds actually move toward you instead of the path they are on now...a little to advanced for my knowledge.

Re: SquirrelNuts,,, what I have so far.

PostPosted: Tue Apr 17, 2012 4:15 am
by yourownskills
to speed up the worms, would i have to change the frame speed...and i dont know how to adjust that after a path has been created..

Re: SquirrelNuts,,, what I have so far.

PostPosted: Tue Apr 17, 2012 4:33 am
by skydereign
You can't without changing the size of the path. So while technically increasing the size of the path increases speed, it also messes up your path. You may get away with using the pathxpos and pathypos variables (but makslane removed those from the viewable list, so you probably shouldn't use them). Really you shouldn't use paths, and use code to handle movement.

Re: SquirrelNuts,,, what I have so far.

PostPosted: Tue Apr 17, 2012 1:04 pm
by SuperSonic
I just downloaded and played this game. I have to say, it looks very promising. I like how you get to throw the nuts at the other woodland creatures xD

Good job, +1 :wink:

Re: SquirrelNuts,,, what I have so far.

PostPosted: Sun Jun 24, 2012 7:19 pm
by yourownskills

Re: SquirrelNuts,,, what I have so far.

PostPosted: Mon Jun 25, 2012 12:03 am
by NightOfHorror
I think it is better now, just still need to make worms go farther from boss because I can just stand on a cloud and not get hit by one worm. Why not extend it to end of screen and get destroyed there.

Re: SquirrelNuts,,, what I have so far.

PostPosted: Mon Jun 25, 2012 2:25 am
by yourownskills
im thinking about having the nuts that the squirrel throws shorter and curve down...

im having trouble with timers...... i want the player and view to move to these coordinates when they hit this actor...i got that to work but for some reason the timer doesnt work...it just automatically goes to that new point.... on the actor that the player will collide with....


i created a COLLISION EVENT..create timer(CreateTimer("CollisionPlayer", "levelchanger", 1000);)...and then a script event..


view.x = -2082;
view.y = 1200;
// this code moves the view to point (1000, 1000)

CollisionPlayer.x = -2082;
CollisionPlayer.y = 1200;



....it tries to do it but for some reason the screen gets all crazy.