bclikesyou's Forum Posts

  • Great stuff right here. Really excited to see where you go with it.

    Also - nice to see another graphic designer who is using their evenings to work on games

  • Love that quick little grimace frame when the player gets hurt.

  • New enemy! Turns and faces your direction once you're in LoS. Shoots a bullet at your angle. Video here!

    Working on one more enemy. Then text dialogs. Then I'll move on to working on the actual demo.

    Not doing any actual development tonight. Instead typing up a game design doc for the demo. Definitely going to help keep me on track!

  • Haha I had a lot of fun with this. I got stuck at the "thing to climb" part and had to ask my wife to help me. She stayed and watched until the end.

  • All up to speed with C2!

    I really need to learn how to make better gifs...Here is a video link which is much better.

    At any rate, feel good about where I'm at. Still a handful of things I'd like to add before I have a solid prototype. Those would be:

    • Graphic life gauge
    • A "pop-up" shooter enemy
    • One more type of enemy
    • Text dialogues

    I'm at ~30 events. I think I could keep it under 100 and get a small game out of it. If anyone would like to look at my capx, here is the link. Feel free to give me some constructive criticism. Especially with thinning out my events and getting the same results.

  • anewuser Your fix worked for me until I started destroying enemies. With each one destroyed, another would lose it's mirroring.

    This thread scirra.com/forum/viewtopic.php had another solution in TiAm 's file that worked for me. It ignores instance variables and doesn't use a bounding box which is weird but it's working for me so far!

  • Jayjay So far the jump to C2 has been mostly painless. A few things are changed around and I just need to adjust to where they are. Most of the keyboard shortcuts are the same and I think those help my workflow the most. Like you said, most of what I learned from CC and your book is carrying over easily. Plus some of the events in your book help with creative and constructive thinking on how to fix problems.

    FYI I started Insanity's Blade last night and really dig it! Totally reminds me of those old Sega platformer / hack 'n slashers like Altered Beast, Golden Axe, Splatterhouse, etc. I didn't really catch any bugs or glitches, especially since I was looking for them. I think the only oddity is when I was in a level and selected "exit to map": the ground would disappear for a split second and there'd be an audio spike. But this happened so quickly and it moved to the map that it really wasn't an issue. But overall the game was running smoothly. Here are my machine specs incase that helps you any.

    Windows 7

    AMD Athlon II Triple-Core 3.3ghz

    XFX AMD Radeon HD 7750 1GB

    8gb RAM

    Playing through my HD TV 1366 x 768 (I was playing the game in 16:9).

  • Really digging the work both of you are putting in. I grew up playing Mega Man (specifically MM3) and seeing a project like this gets me really stoked.

    Got a question regarding your backgrounds: Are you doing a composition of objects for the parallax scrolling/backgrounds? I'm specifically referring to this image:

  • Anonnymitet Ah my bad. I was referring to "sprint".

    While it makes sense to sprint through the whole level, it also seems like sprinting would increase your chances of losing control and running in to a hazard. Thought that was clever because instead of being a static hazard, it's a variable mechanic that changes depending on the player's skill. Of course, this is just what it seems like from the video; I haven't tried the game yet!

  • This seriously looks like everything I love about local multiplayer games. Watching the video on Steam, I could hear me and my buddies cursing at each other already

    Love that you added a "dash" to the trap run mini-game. Great mechanic that puts the risk in the player's hands and clever game design on your part

  • Thanks mannygill99!

    [Update]

    Finished up most of Jayjay 's book and definitely feel like I have a solid enough grasp to move forward with a prototype.

    However!

    I spent a while in the forums last night reading up on CC and, from what I've read, it just makes sense to hop up to C2 and avoid any potential issues that could arise down the road. I'm not looking to make a "big" game just yet, but I'd rather just make the jump to C2 now rather than in the middle of a project. Plus most of my friends (who I'd like to try my prototype) are mac users, so this way they'll actually get to try it out.

    Most of what I learned so far seems like it can be applied to C2. So I'm going to take this weekend and "catch up" to where I was at with CC. Basically just remake the small layout I did / do Ashley's platformer tut and remake the state machine demo. Part of me is bummed that I spent 2 weeks with CC and don't have a ton to show but another part of me knows that it's the smarter thing to do moving forward.

  • I think you really got something here!

    At first I was like, "This looks like a vertical Flappy Bird clone." But then I saw some of the mechanics and was impressed. Looks like it has enough to keep people interested / coming back.

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  • icugigasoft Thanks for the constructive criticism! It is a bit cramped. I'll be sure to expand the FOV as I move forward.

  • With the help of stemkoski 's tutorial on AI and state machines, I was able to set up some simple states for my test enemies this weekend. Nothing worth showing, but they worked and my event sheet was organized which is mostly what I was after. Also learned about including event sheets within event sheets which is really handy. I'm a huge fan of organization and immediately saw the benefits of this.

    Finishing up the Construct book this weekend and hoping to really start putting time towards the prototype next week.

  • Digging both your art and mechanics.

    The platforming looks really solid and responsive. It looks like it will be fun to control.

    The art is great too. Great dithering on those helmets!