thanks a lot guys, im glad you like it! yeah as for now its pretty pointless, everything. I'll post in the future about these and other design dilemmas i'm facing at the moment... im thinking a big sandbox with many missions, some badge system of sorts... well see!
As for now, no CEO was harmed in the making of the mighty MEGAQÜEST – meaning I didn't spent no money at all in this project. Music and graphics were made with the demo version of FLStudio (which allows you export wave files but no save your projects, which was... interesting) and graphics with an obscure pixel art program calld characterMakerPro, believed freeware. And... yesss, i'm using a free version of C2 too! I know, I know what you gonna say: “if yer serious about game making...”, “its a very affordable price anyway”... Yeah, yeah I know. I'll most likely get me a personal licence sooner than not, but as for now I'm enjoying stretching the possibilities of the 100 events, I guess (after all the whole design is pretty restrictive, I mean colors etc, thus the code restriction feels almost stylish). Remember this is my first game, and even when the price is indeed reasonable, it's still a good fistful of gold... You could say I'm checking if I am indeed “serious into game making”.
This also means that MEGAQÜEST is absolutely non-commercial at the moment, and the punk in me is alright with that.
I'm attaching the capx for Mankind to see. [edit - dunno how to do that actually. anyway, is in the arcade: /edit] It combines some things that (I believe) are pretty cunning with others that (I'm conscious) are utterly silly. Needs some rework... Of course, event economy is essential, so I used no global vars (rather put em on the players sprite or somewhere), only one big clumsy eventsheet, no groups, etc. On the cunning side, i'm quite proud of what I did with them monsters (I call'm creeps) and npcs: small devices with local vars and the Dictionary object that allows me to create a theoretically infinite number of (classes of) them both without any use of events – that is, with no special rules, like poisoning or shooting, but different attributes like health, strength or speed; or different random dialogues for each npc class.
On the silly side, Im not too happy with this system of tileset + invisible platforms – it's arduous and ingrate, and collisions aint as, well, reliable as they should (specially jumpThrus). I made the map with Tiled, but dunno how collisions work there, and as far as I know C2 wont import it anyway. Any idea, anybody?
Have a look, whoever interested
Aw yeah, I'm using r206 cos the new splash screen is ugly as f-