3425c427-1bb1-4cbe-af3a-e15036f752a4's Forum Posts

  • Thanks.

    I'm not sure what I'll be doing for the third game... though I have a few random ideas.

  • I need a simple, free program which can reduce the sound quality of .wav files so that the files become smaller. Don't say "Windows includes a program like that", because in my case, I'm pretty sure it doesn't.

    Suggestions?

  • I'm pleased to announce the sequel to Decision Remark is availible for play. It can be downloaded here: http://gamejolt.com/freeware/games/adve ... rk-2/1436/

    There were many suggestions given for my first game and I've tried to follow most of them...

    You're probably wondering how I was able to turn out a second game so fast. It's for reasons such as re-using most of the same content (which saved a month or so), getting rid of the Phase-system and focusing on a world (which saved another month), and not focusing on as many time-consuming things which won't be enjoyed. I'm going to say that it's possible this game still has bugs though.

    Here are some of the changes from the first game:

    1. The A key is the action key, and the S key uses your weapon (once you have one). And as usual, the arrow keys control the character. (In the first game, the Enter key was the action button... which was something complained about.)

    2. The Playable Character now only uses one view... instead of switching view from side to top-down.

    3. While this wasn't a complaint about the first game, this is an addition... in the first game, text was rendered right over the field when you were talking to characters. In this game, I've added a dialogue box.

    4. In the first game, any items you obtained were pretty much temporary. In this game, there is an Item System to try to improve this issue.

    5. This also wasn't a complaint, but I have done away with a system where you advance through Phases. Now there is a "Day" system where a day lasts 12 hours, from day to night. This is actually about 2 minutes in standard time. And if you get killed by an enemy... you are penaltied by being taken to the next day.

    But before I get ahead of myself... I'd like for you to try the game yourself and see what you think.

    Anyway, here is how you play the game:

    Arrow keys - control character

    A key - the action button. Use it when you want to do something like enter a room or talk to someone.

    S key - the button you use to use your weapon... once you have one.

    Also, the first house you see upon starting the game is your character's house. Inside is a bed... if you ever feel the need to get a Day over with, press 'A' next to the bed and the character will sleep the rest of the day away.

  • The way I figure, is that I might as well use shaders since most modern computers have graphics card with shader units that aren't even being put to use, so that you might as well add optional shaders.

    Anyway... I'm not familiar with the term "fractional position".

  • I've tried adding a Blur Shader and a Glow Shader to text... it causes a sort of ghostly blur effect. The problem is that it's not -quite- what I'm looking for because for one, it's so subtle that it will look like text that has been pre-created and saved in a lossy image format. And second, it adds to the difficulty of reading text.

    Before you recommend that I simply go with a scary font, if that's even possible... I'm trying to do a "ghostly" effect with the text which can't be done through simple texture on the letters. If you've ever played FEAR and seen a sort of ghostly, motion blur effect in the game, this is the kind of look I'm trying to do with text... I'm aware that Construct has its own Motion Blur through the engine or whatever, but it's not the same.

    The benefit of using shaders instead of pre-creating the text and altering the look in an image program, is I guess that you don't end up taking a lot of memory with pre-created stuff... which takes a lot of memory because there's now a bunch of detail which costs storage space. If you have a lot of text, it could make megabytes of difference. It's hard to tell if I'm making much sense though, so I think I'm better off asking you what's practical...

  • Thanks inkBot, I'll try to drop the mentality and listen more.

    About the largeness of the levels and slow-pacing... do you think it would help if the environments looked more varied, or is that not enough?

    It looks like I have quite a few changes ahead of me. A lot of the features which seem to be a negative after all, are ones which probably took me more time, instead of less time, having in the game... the arrows, size of world, and it probably would have been just as easy to not make the boots "disintegrate" after moving out of the field. I don't mind but I just see how ironic it can be to try to design a game.

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  • For Phase 7, scidave, follow the red carpet when you start and go down to the middle and talk to the girl in the purple dress. Then go down more and talk to the girl with gray skin at the bottom right corner of the screen. You will get a water gun, and hold down Enter to spray water. While holding down Enter, start moving left and you will spray the moving guy, which will then cause a Star to appear where the yellow glow is. Make sense?

    You can probably get back to where you were by pressing "Load Game" at the title screen... in case it wasn't clear anywhere else.

    It also appears I have a few things to clarify... the white guy who eats apples is actually a white crocodile (to me, anyhow).

    Thanks for the feedback as well SacceuS. A lot of your complaints were design choices that were done intentionally... except for the "sticking animation near the wall error" which I knew about but had somehow slipped by me. And the "infinite growth" which sounds like a bug. The game starts out kind of easy, but there are 27 Phases which gives plenty of time for the game to get harder. The game saves when you see the screen where it announces the Phase... that is, the screen with the grass. So long as you don't press New Game at the Title Screen to start playing over or the save system doesn't glitch, you should now have a save file which can be accessed by pressing "Load Game" at the Title Screen. Also, I made both the game and music and sound files.

  • I wanted to inform you about a new indie Adventure RPG made using Construct. I have tried to put a lot of effort into making the game... so hopefully you can do the same by playing it and giving it feedback.

    Screenshots, info and download of the game are availible here: http://gamejolt.com/freeware/games/adve ... mark/1291/