Artpunk's Forum Posts

  • This game is looking really good. Very impressive! Great job!

    Hey man thanks for the positive feedback. What are you working on at the moment? Is beast attack still killing it for you?

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  • Hi Artpunk

    Game looks fantastic. Love the affect you have on the gems when you destroy the boxs. How did you get them to bounce like that.

    Hi METR1C The bounce on the loot is using the bullet behaviour in combination with an instance variable to control how many times it can bounce (only once).

    EDIT

    Heres a .c3p to show how its working.

    So when a crate is destroyed it spawns some loot. Crates have an instance variable which determines the kind of loot, it can be random, a low value coin, high value gem, or an item like a health increment or ammo.

    On creation loot has bullet behaviour enabled and its speed and angle set to propel it upwards. Some randomisation is added to the speed and angle to create variation.

    When loot collides with the tilemap for the first time, an instance variable is incremented by 1 and its angle is set to 270 (straight up) and speed to 105. So all loot bounces the same way.

    When loot collides with tilemap the second time the bullet behaviour is disabled and speed is set to 0.

    An additional condition re-positions the loot to appear exactly on top of the tilemap, because when the bullet behaviour is disabled the loot items are often overlapping the platform tiles by several pixels, giving the appearance of being half below the platform.. So a conditon is needed that ensures the loot sits nicely on top of the platform.

    The same system is used to control bouncing of shell casings from the players weapon too.

    Originally I had this working using the physics behaviour. That worked really nicely as well. The bounces looked really realistic but I decided it was overkill to use physics just for some bouncing coins, so I ended up doing it with the bullet behaviour.

    Hope that makes sense?

  • You can try converting the sfx to m4a files yourself using Audacity. Then after you export the project, remove the exported sfx files and copy in the ones you made. Test 44khz vs 48khz m4a files to see if it makes a difference.

  • Been working on a custom controls system for the keyboard.

    The player can assign new keys and save the new control scheme.

    If a selected key was already bound to another action, the previously bound key is set to unbound and must be assigned a new key before the scheme can be saved.

  • Thanks guys! Hopefully firelock is easy / intuitive to use. Ill be keen to hear some feedback on that once I have a demo up.

    I'd not heard of Duck Game before. It looks quirky! I like it. Im trying to get a funny / quirky vibe in CyberDuck because I have a theory that it will improve the chances of the game being featured in iTunes, GooglePlay etc.

    I love towerfall which has similar multiplayer gameplay to Duck Game. I would actually really like to make a multiplayer game of that type myself. I didn't have plans to do that with CyberDuck... but now you've put that idea in my head... :|

  • Experimenting with a firelock for touch controls. The fire button can slide upwards into a locked position putting the weapon into full auto and releasing the player's thumb to allow easier jumping while firing.

    Hopefully this solves a gameplay problem where you'd ideally like to be firing off shots while jumping around but it's tricky to be alternately touching the jump and fire buttons.

    The firelock can be deactivated simply by tapping the fire button when firelock is engaged (quick release) or by sliding the fire button down to it's default position.

    Just have to keep an eye on ammo / energy because you burn through it pretty quickly with full auto engaged.

  • I definitely like the duck character but im not sure u need to rename the game. I kinda liked the original name you had. Thats just me tho.

    (And yeah my avatar is cyberduck :D)

  • Your game super dungeon delvers is awesome. You have boss fights and everything happening!

  • FYI CyberDuck is a Mallard. See the resemblance?

  • +1 for the duck.

  • Mission Update:

    CyberDuck! Wake up, we have a situation! A top-secret Artificial Intelligence has escaped containment and slipped into the network. Intel suggests the Rogue A.I has united the crime syndicates and taken over as leader. Its calling itself GODBOT. A crime wave is sweeping the city as GODBOT strives to take control!

    Find GODBOT and DESTROY it.

    Project

    Ive been working on this game for a little while now. It's very much a work in progress but they say its a good idea to promote your game from the earliest stages, so Ill start posting about development from now on.

    The game is using the C3 runtime and Im trying to keep it all Construct official plugins as much as possible.

    CyberDuck is an action / puzzle platformer. You can collect weapons and unlock different characters. Target platforms are Android, iOS, Facebook Instant Games and probably Steam. Would love to try for Xbox but Im not sure if it will be possible.

    Itch.io Game Page: littleadventures.itch.io/cyberduck

    Itch.io Devlog: littleadventures.itch.io/cyberduck/devlog

    Twitter: twitter.com/lukasinspace

    Playable Demo

    Demo now available on itch.io (html5): littleadventures.itch.io/cyberduck

    You can play it using keyboard on a desktop / laptop, or using touch on a touch-enabled device. Controller support coming at some point.

    Game Progress

    Some fun with exploding crates.

    Weapon types / shell casings.

    Getting some loot out of a vending machine.

  • I didnt find it too difficult. It seems to have a pretty good balance of being challenging without being mercilessly hard or something.

    Im using a Pixel2 and the game plays very smoothly. I haven't noticed any janks or jerkiness at all.

    Can I ask what process you're using to build your apk?

  • I gave your game a test run, its cool I like it. Youve got some funny characters happening, and a little story. I like how the hero is a bit of a loser that the villagers got stuck with coz the real heros were off doing more important things. I think quirky / fun aspects of a game can boost its chances of being featured. So keep focusing on that Id say. You've obviously put a lot of hours in. Here's some feedback.

    -I think it deserves better music. You might consider putting some money down to get a composer to make some nicer 8 bit tunes for it.

    -I think the collision areas for your controls need to be a bit bigger. I kept missing the jump and attack buttons at critical times, causing me to lose hp. But it could be fixed easily by just expanding the collision area around the buttons.

    -I agree with plinkie that the timer needs to be visible in-game. You need to be able to easily see if you are within your best time or already blown it. I dont think you should remove the timer altogether because I think there are communities of gamers who are really into speed running games. They make twitch videos showing their speed runs etc. So its actually a good feature, you can target that niche. But it definitely changes the game from being an exploring type game to a speed runner. One way to to deal with it could be to provide a toggle in settings to turn speed run on and off. Initially people might play it as an exploring game, searching each level thoroughly to kill the enemies / search for secrets / power ups etc. Then later once they've played the game through, there is the option to toggle on speed run mode, and get crazy trying to shave fractions of a second off their best times for each level etc.

    Or that might be completely different to what you were trying to achieve. Just thoughts.

  • Ah good to know, thanks Lancifer

  • Started doing some testing today using remote preview. I noticed that if I try to preview on my Android device I get a black screen if 'use worker' is enabled in project settings. If i disable 'use worker' the game previews as expected. This was the case for 3 different browsers on Android. Im not sure if this is a bug or if its what you'd expect to see? Like, maybe the 'use worker' setting is not supported on mobile browsers or something??

    I can make a bug report if needed.