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I almost have this figured out. I'm trying to get a player to have a jet pack but the collision on the ground is a little off. If you let it sit on the obstacle it starts to get all jumpy and eventually it clips through. Any idea what I'm missing? Also to get the player to fall faster I changed the gravity but hen it falls through the ground now. I attached a MFA to help with what I'm dealing with.
I'm not sure how to ask this without sounding like an A$$...but...
Are you making money with the games you release?
I'm not asking for numbers just if it's turning a profit at all. I'm sure 90%(or more) aren't here just for the money. I'm just curios if it's making enough money to live on or not.
The reason I ask is because some of these games look absolutely amazing while some don't at all but they are all on Steam.
OK...I'm working on a mario style platformer game. I attached a picture to help. So...let say I get hit and die or I fall in a hole. How do i respawn the character back onto solid ground and not over a hole or something?
When I move my player through the stage using parallax scrolling the enemy moves with the parallax background. I never run into the enemy because it just flows all the way to the end. It's super weird. Any idea?
I hate to dig up old topics but I have a small problem. First off this method works perfect. The problem I'm having is when I place enemies off screen the don't show up during runtime. I have the "Destroy if off screen" Unchecked but it doesn't seem to do anything. Any idea on this?
There can be many solutions to this. Assuming your game is as dynamic as possible, I'd give each enemy a value that tells which zone they are in. When needed, I'd run through all the enemies in the current zone and populate an array, list or string with the enemie's fixed id's. Then I'd select a random fixed id using Random(number of enemies in the array), and store that as the Target enemy. Now I could tell the player object to run to that object and stop when it collides with it. Perhaps I would use an invisible object to help with this.
Ok ok...gotcha. What if there are like 30 of the same enemy? Does that matter? I took the Active Object and Duplicated it to make a bunch of the same enemy.
I'm trying to get my player to select 1 random enemy in a zone, run to it and stop. I can pick a random enemy but my player just runs towards the middle of the zone...and keeps going. I'm all ears.
I made a fun little picture.
I'm sorry I posted this same question in the wrong forum yesterday.
I'm trying to get my player to select 1 random enemy in a zone, run to it and stop. I can pick a random enemy but my player just runs towards the middle of the zone...and keeps going. I'm all ears.
Sorry I'm digging up such an old thread but...if I were to preload the objects in a frame. Is it just the art that has to be loaded or the actives and the names too?
I believe CS_SinWave.fx is one of the shaders from the Complex Softwares shader V2 pack. You can download it from Phi's site here > Please login to see this link.
Incidentally, the Complex Softwares shader pack V2 has a very cool shader called 'underwater' which gives a nice 'wobbly' water effect, not sure if that's exactly what you're after, but I've had some nice results using it in the past.
THANK YOU Gradius! That Complex Softwares shader pack V2 is amazing and it worked perfectly.
So I bought the "louisd_water_effect" from the click store. When I ran it, t's missing an effect "CS_SinWave.fx" not sure where to get that. I looked on click store and didn't see anything.
I'm working on a plaformer game and for one of the levels I'd like it to look like you underwater. The look I'm going for is that slightly distorted/wavy look with light shining down from the top. I hope the GIF I attach works because It's exactly what I'm looking for. Volnaiskra's Spryke game has this effect in it, from what I've seen. That game looks absolutely amazing by the way.