alessandroLino's Forum Posts

  • I wish i could leave some feedback, but i'll have to go fight sharks with a butter knife to recover my manliness.

    I'd say it's a game. And a pretty nice one at that matter! I wouldn't mind playing some more short stories like that, hehe. And even when the controls were very simple, i found myself trying to rush things up to see what would happen next.

  • Pretty nice there! Some toughts:

    • maybe make digging left/right the same way as digging down? that was what i expected when i played for the first time
    • draw another animation frame for the flowers! the rotation broke the pixels :(
    • the sun thing was also at a different resolution, make it double pixels like everything else! it would also be nice if it moved across the screen in an arching motion and tint the screen, i noticed it worked kinda like a timer? having it moving would add more to the timer feel
    • overall try to avoid using object scaling if you're going for the retro look, leave everything at 1x and scale up the entire screen (the clouds have alot of different sizes).

    Overall, nice graphics, nice sounds, nice game, nice everything, go make more levels now. pleeeeease

  • It's looks pretty nice, but i think you went a bit too far with the effects >.< at this size, the glow makes things a bit harder to see, especially the font, which is really small, i have to close up to be able to read. I'd say take off the glowing from fonts and overall GUI stuff, like the crosshairs. At the start there were no effects inside the boxes and it looked nice, why not keep at that? Save effects for explosions and shiny stuff and maybe it will be enough to run on mobiles :P

  • Know whats even better? Critisize (is this word correct?) your own work! Maybe thats only possible after you're done with it, but sometimes its funny to find some issues and go like "WHAT WAS I THINKING?"

    A few days ago i wrote a huge wall of text about my own game, unfortunately its in portuguese, but i was surprised with how much stuff i got 'wrong' XD

  • My votes go to Yokai and Iconoclasts, you guys seen the new trailer? And it's still being made in Construct?

    youtube.com/watch

  • Bumping this because i added another game! Check out the first post!

    screenshot:

    <img src="https://dl.dropbox.com/u/78939062/defense4.png" border="0">

    and link incase you're lazy to go to the first page :p

    GAME

  • Groups and global variables count as events, do you have any of them? I worked around this by using variables on objects and separating blocks of code with some lines of comments.

  • Works like a charm for me :D

  • I came here to post the exact same thing. My issue doesnt have the hop thing tho, maybe its not noticeable because i set low settings on the platforming. Anyway, thanks for reporting :D

  • Make a 6-wheeler!

  • As in like, one effect for all layers. Scanlines specifically. I tought that applying the effect on a layer with 0,0 parallaxing (the topmost hud layer) would work, but it only works on that layers sprites.

    The workaround i've found was to put a huge tiledbackground over the entire layout and giving it the scanline effect with additive blending. Kinda works, but i think there is a better way to do that?

    Also, it looks kinda weird when the game is downscaled, at 1-3x, it seems the scanlines aren't scaled properly, or glue together, i don't know, it's not as awesome as in 4x <img src="smileys/smiley19.gif" border="0" align="middle" />

    Thanks in advance!

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  • <img src="https://dl.dropbox.com/u/78939062/teste.gif" border="0" />

    I don't know if this is considered a screenshot? It's an automagically self-updating screenshot? <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Thou shall not be afraid of creating vaporware. It has happened to me to the past, and probably with everyone. Enjoy your alcohol and making your game if you think you won't make it in time. Keep working on it after the deadline, publish it, make millions of dollars. Buy all the prizes you could have won.

    Indie developers and deadlines don't match tho <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Updated the game a bit so things make more sense now!

    Stuff changed:

    • music, still by Ultrasyd
    • aliens will block some attacks
    • aliens will display a small flash before attacking
    • last hit of the combo deals more damage
    • spiders are gone :(
    • theres now a weird alien plant thing dripping acid (classic obstacle is classic)
    • potions turned into fruits
    • some more stuff i can't remember
    • but if i do remember i'll edit this post

    I think it got more solid overall after switching the unkillable spiders to an obstacle thats pretty obvious that you can't kill :lol:

    Anyway, this is the last update the game is getting, otherwise i'll go on forever changing little things, which ultimately lead into nothing since i'm still stuck with 100 events.

    And another link just incase

    https://dl.dropbox.com/u/78939062/C2Platformer/index.html

  • Had a little play thru all the games, heres some feedbacks for each one.

    Gingerdude: player moves too slow compared to enemies and is a bit sloppy which makes hard to aim

    Jungles of Borneo: player moves even slower than the first one, also its possible to eat all the birds by standing in place and shooting, since they spawn in the same position. Orange screen creeped me out and w/e it was it dropped too fast for me to react. Maybe im just slow

    Neon Aliens Shooter: polished and well made, give these guys an A.

    Space Whirl: i didn't quite what was happening, but i think it relates to flocks of birds and when i shoot one the others fly away? aim too sloppy too.

    Space survival: this one is quite nice too, i just think it's a bit unfair that im able to destroy what could save my life (the yellow thing that clears the screen)

    For all of them:

    In most cases, for shooters which is the subject of these games, you need to have tight controls to be able to aim properly, except for different mechanics like say, Missile Defense-like games which the bullet was slow and exploded mid air.

    I also agree with Rory in the sense they are very basic, try to have students plan a short game with a few mechanics (platforming, then action-platforming or puzzle-platforming for example) and work towards completing it. I'm basing this on my architecture course, where we get like what a specific type of building needs (a school or hospital), and work the entire semester on it. I think it's a pretty nice way to learn not about only conception or final product, but the entire process of making it.