Albatr's Forum Posts

  • (Sorry for double-posting, but I didn't find any other way to bump the thread)

    <font size="5">-THE LEADERBOARDS ARE HERE-</font>

    <img src="http://img88.xooimage.com/files/0/2/6/leedahboardz-378bab3.png" border="0">

    Controls are still the same, except for the jump button. Now you have to press the up arrow key to jump.

    I still have to finish the jukebox menu, do some minor changes to the gameplay, and then I'll make new levels (the old ones may be replaced in the next builds). I will also have to do something about the font.

    Because I am using a third party plugin, I unfortunately can't upload the game on Scirra's Arcade anymore.

    You can play the game here :

    http://www.rockmypixels.com/HTML5/8BitsRunnerTest/

    Don't forget to tell me if you find bugs :-)

    My friend is working on new animations, he added more frames to them to get an even smoother result. Here is a sample of his work :

    <img src="http://img86.xooimage.com/files/4/e/1/runner_run-37835a8.gif" border="0">

    Sorry, small image here XD

  • Well, not exactly something I'm currently working on, but a video of an old prototype I made with Construct Classic :

    [TUBE]http://www.youtube.com/watch?v=3teXo1SvATg[/TUBE]

    As you can see, the idea was to make something similar to what Gameboy could achieve (well, except for the music lol).

  • Great job it sounds really cool !

    PM me if you need more informations.

    Sorry if I am a bit late, I just came back from vacation :-)

    <font size="4">EDIT 08/28/2012</font>

    Here is a test build without the leaderboards test features :

    http://www.rockmypixels.com/HTML5/8BitsRunner/

    Now the up arrow is used for jumping, C/V keys to cycle through the tracklist you made in the jukebox menu.

  • Thanks for your suggestions, I'll see what I can do.

    An endless mode seems like a good idea, I will try to focus on designing normal levels first, and see which kind of bonus stages would be fun to add in a second time :-)

    About Introducing gameplay elements gradually, if you take a look at the levels that are already available, you can see that the second one introduces the blue bumper, and the third one introduces the use of the wall-jump.

    I was thinking about creating levels that are very independent from each other. But I realize that not having a proper difficulty progression tend to frustrate the player.

    I'll probably redesign the levels.

    The slide is designed after the one that you can find in Megaman 2 for Gameboy. But I have an idea to improve it. I will keep the time during which you can't cancel the slide, but I will shorten it a bit, and you will be able to slide as long as you keep the down arrow key pressed.

    Or maybe I can just make the character slide when the player holds the down arrow key down, without any "no-cancel" timer.

    I will try adding more inertia (I gradually added some in each version, but it doesn't seems to be enough), to the character, to force the player to be more precise during his jumps.

    JohnnySix

    Wow, thanks !

    I really love the track we can hear in this one : http://www.johnnysix.net/games/KFT11b/

    Something like this in a more "chiptune" style would be so awesome !

  • Hi there, I have been working on the game a lot these last few days (the ones following me on twitter maybe have noticed an abnormal amount of tweets on my profile lol).

    The bad news is that I don't have many visual material to show you. Since a mainly worked on upcoming features, and on improving some things in the game.

    • I added alight that comes from the ground when you are walking on it :

    <img src="http://img88.xooimage.com/files/d/3/c/graphic_update_floor_light-36ee5a7.png" border="0">

    The main purpose of this effect, is to make the levels feel a little bit more "alive" and interactives.

    • I am working on a jukebox feature to get rid of the old system 1 music = 1 level. There will be a menu where you will basically be able to choose which music will be in the track list.

    For now, this feature works separately from the game. Next step is actually adding it properly to the game.

    <img src="http://img88.xooimage.com/files/c/1/f/jukebox_feature_test-36fb6c5.png" border="0">

    The text in the upper-left corner is just to help me check which track of the tracklist is currently being played.

    • I am still looking for new songs to add to the game. I would like to upload the game onto the Chrome Web Store, so I have to be legit on this side. That means getting rid of the current soundtrack (well, the authors usually tolerate the use of their creations if what you are making is free).

    I found this track that sounds really good :

    http://auxcide.bandcamp.com/track/04-helios-sun

    I will try to contact him to see if he can give me a licence for this track (I will probably have to spend some money, but hey, you gotta do what you gotta do...)

    I also found this track from Souleye, the guy who made PPPPPP, the soundtrack of the game VVVVVV :

    http://www.indiegamemusic.com/viewtrack.php?id=104

    What do you think ? Are they cool ? Do you have any suggestion ?

    • The wall-jump is now tweaked. You don't have to press the arrow key to slide against the wall anymore, the character slides automatically when he is against a wall. And there is now a short time after a wall-jump during which the inputs are ignored. This prevents the player to get back against the wall after jumping.

    <font size="4">So, what's next ?</font>

    Well, the next thing I have to finish is the main menu. There from there you will have access to the level selection menu, the jukebox menu, the option menu, and I am thinking about a "How to play" tutorial screen that could be accessed from the main menu.

    I will also try to get in touch with the guy who made the sprites for the game, to see if we can redo the tileset and add more details to the levels.

    Well, that is basically all I had to share with you. i hope you didn't forget about the game, and didn't think it was dead <img src="smileys/smiley17.gif" border="0" align="middle">

  • Wow, thanks a lot !

    Maybe 8 Bits Runner will have a leaderboard in a near future :-D

  • Well, I don't know what I will do with this game in the near future, so I can't really give you the .capx for now.

    <font size="6">- UPDATE -</font>

    • The third level is now available, I am trying to make more "vertical" levels now.
    • You can now wall-jump, just presss the arrow key toward a wall to slide against it, then press space to wall-jump.
    • There is now a new "ghost" system that display a shadow of your character where you died. So that you can see where you made a mistake, and not die again at the same place.

    You can still play the game in the Arcade section : http://www.scirra.com/arcade/games/addicting-action-games/93/8-bits-runner

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  • I will participate too.

    But I don't know if I will use Construct 2 or Construct Classic. It depends of the theme they will choose.

  • I'm having the same issue with the platform behavior.

    It doesn't happen when you rotate the whole layout, or if the sprite and your obstacles are in the same layer.

    (But in my case, I still need to have multiple layers :/)

  • You're awesome !

  • Leaves Particles Demo

    Here is an example I made. I'll comment the .capx and upload it after work.

  • <center><img src="http://img94.xooimage.com/files/8/0/7/promo_clay_io-3a88017.png" border="0"></center>

    Hi, this is a short thread to give you some updates about my game :p

    You can play the game on Newgrounds :

    http://www.newgrounds.com/projects/games/616421/preview

    Or on clay.io (the links don't seem to work properly for now) :

    http://clay.io/game/8bitrunner

    http://8bitrunner.clay.io/

    A very old version is still available on Scirra's Arcade : http://www.scirra.com/arcade/action/93/8-bits-runner

    The goal is simple, run as fast as you can to finish the level and avoid deadly traps along the way.

    Here are a few screenshots :

    <center><img src="http://img90.xooimage.com/files/7/6/9/screen01-3a8808c.png" border="0">

    <img src="http://img90.xooimage.com/files/b/5/0/screen02-3a88092.png" border="0">

    <img src="http://img90.xooimage.com/files/f/6/2/screen05-3a88095.png" border="0">

    <img src="http://img92.xooimage.com/files/1/6/e/screen03-3a8809a.png" border="0"></center>

    KEYBOARD CONTROLS :

    • Left/Right Arrows : move
    • Down Arrow : Slide
    • Space/Up Arrow : Jump/Wall-Jump
    • Ctrl : Go back to last checkpoint
    • R : Restart level

    XBOX360 CONTROLLER :

    (press A to activate the Xbox360 controller mode, an icon should pop-up in the bottom-left corner of the screen, press any keyboard key to go back t keyboard mode)

    • Left Stick (left/right) : move
    • Left Stick (down) / X : Slide
    • A : Jump/Wall-Jump
    • RB : Go back to last checkpoint
    • LB : Restart level
  • Sup'

    I'm Florian, French, 20 years old, Game Design student, and I love 8 bits music, apple pies and ponies \o/

    I started making games at the age of 10, using RPG Maker, then I sarted using other softwares like Game Maker, Unity, Blender, UDK, and... Construct Classic.

    Recently I bought a Construct 2 license because being able to export your games to HTML5 so that everyone can play them easily without having to install or download anything except their web browser is awesome !

    Currently I am working on 8 Bits Runner. This project used to be one of my old Construct Classic projects, but I decided to remake it with Construct 2 (one of the main reasons is because I lost my old .cap file <img src="smileys/smiley6.gif" border="0" align="middle" /> ).

    I'll try to get free time for me to work on 8BR (you know, school + job...), to give you new levels and new features.

    (Oh, and btw I hope my English isn't too bad, or at least, I hope it's understandable :p )