7Soul's Forum Posts

  • The artwork looks really nice. If you want to learn about level design I would recommend watching

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    I watched it back when it came out but it didn't feel too relevant. I watched it again recently and it completely changed my life XD

    Going back to the first level I made, there was a lot of things "just there for the heck of it". I was making each part of the level as its own thing, instead of having a cohesive progression

    My programmer actually called me out on that one. Parts of the level just reused stuff from early on with no purpose, making the level unecessarely long

  • Weapon Design Overview - Penta Pearl

    Our next weapon is the water-themed Penta Pearl

    It creates a shield of 5 pearls around you, each doing damage to enemies on contact.

    By default this weapon isn’t too effective. It has a low range and will only really get rid of the weaker enemies

    But wait! This weapon has a secondary effect. Press the fire button one more time and…

    It expands and reaches high rotation speeds, damaging everything around you. The main strength of this weapon is reaching targets above and below

    This increased range only lasts a second, so you have to time it well

    Remember our list from before? Let’s see how this weapon fares

    - Must fill a role that no other weapon does

    You can hit enemies directly below and above you, something no other weapon does. It is also the only weapon that goes through walls

    - Must have a unique purpose

    It has a short range, and a second activation mode. Each pearl can hit enemies 3 times, so it thins out as you hit stuff

    - Must not fall under the “dominant strategy” category

    Enemies with invulnerable parts will wear out your pearls, while you deal no damage. This weapon also doesn’t deal as much damage as others. it’s power lies in it’s other properties

    - The boss you get this weapon from will use it against you

    Keep your distance while this weapon is active!

    This is a good opportunity to mention another weapon that existed in the early stages of development. It was called 4-Sided Beam, and it would hit enemies in 4 directions near you

    Didn’t take long for us to notice it was kinda redundant… Remember the first item on our list?

  • My product just got advertised somewhere as 1.7x the price because the store shows Canadian Dollars simply as "$" (where is says Only $XX.XX)

  • Almost done with our music-themed level

  • Ride sound waves to reach new heights

    A pink wave will blow you away, while a blue one will suck you in

  • > Once I destroy a box, another box is supposed to spawn between 0-4 seconds, but instead the box spawns immediately after I destroy 1

    >

    Do the first 4 boxes spawn correctly every 0-4 seconds?

    To fix the sine thing, you might want to make the box invisible, and then make it visible after you enabled the sine movement. I think this is a problem with sine itself

  • Did you add the Solid behavior to the tilemap AND enable collision with solids in your bullet behavior?

  • Renaming objects, variables, layers, layouts, etc, may result in conflicts. I think the trick here is to update all files where the object, variable, etc appear. So if you change an instance variable's name, you have to update all layout files where that object appears.

    Having two people working on the same file (for instance, if both make changes to a layout), one will override the other.

    So it's important to make updates very frequently. Making .capx backups when you know the other person worked on the same file is also a good idea because then you can just copy stuff if you lose some work

  • The condition "On object clicked".

    Correct, remembering you need to add the Mouse object to your game.

    Also add the condition "object > Pick Top/Bottom > Top" so if you click two objects on top of each other, the game will pick the one in the front

  • I don't think C2 has that option, but there are programs that allow you to do so. Just google for "change .exe icon" or something like that

  • You can't directly change the default values of an object at runtime, but you can use global variables to define values that you want to change.

    For instance, create a global variable called "bulletSpeed" and make it 100

    Then when a bullet is created, you set it's speed to "bulletSpeed". That means the bullet will receive the value stored in "bulletSpeed"

    Now if you want all bullets in the future to be faster, you just need to change "bulletSpeed" to another number, and that will keep working even if you change layouts

    Manual page on variables

  • I was just picking C2 and found this RAD game! Keep up the awesome work guys!

    And when you say working on the coding of the game, u mean messing around with the pure html code of the game?

    I'm teaming up with some friends to work on way more simpler MM based games and may be a hand to know what references u guys use to create sprites/music/and stuff.

    Can't wait to play the game of yours!

    Thanks a lot!

    HTML isn't a programming language, C2 games are exported as javascript. We say "coding" because that's the general name for it. "Eventing" sounds dumb

    I don't have any visual references other than Mega Man and the fact that I'm doing NES graphics

  • I've done the one array per object thing, and I never noticed an impact on performance. Array loops and array data seem infinitely small compared to some other stuff, like object count and conditions like "for each"

  • ► Mockups for a new stage in Copy Girl

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  • Loving the attention to detail! Is there a demo available? Is this going to be just as challenging as the old MegaMan titles?

    We may have a demo available at some point, but it'll take a while.

    We want to make it pretty challenging, but at the same time not too punishing. Right now it's kinda hard to estimate the difficulty, as we only made one and a half levels, which are in the "easier" group. We're actually planning on making an intro level, which then allows us to make the "easier" group a tad more difficult