BigKid Icarus's Forum Posts

  • Now just to prove that I'm still moving forward, here's one of the new enemy types you'll face after I finish the next chunk of levels:

    Could anything be more terrifying than a giant angry Rubber Ducky?

    Maybe, but if there is, I'd hate to find out what that thing may be...

  • I feel like it's the inner shadow on the letters, for example in Muffin Musket, the i is a bit hidden

    Maybe separating the letters a little, like applying letter-spacing (from css), but I think that doesnt exist on C2.

    I'm wondering, that border effect on the letter, are you using the Toon Effect? I used it too for some letters on my HUD, kinda have the same problem, but I make the letter bigger and use Impact as the font. Not quite beatiful but for my demo I'm ok.

    Ah, thanks for the screencap!

    It makes it a lot easier to understand your concern.

    With the font on the weapon icons I'm actually doing something I shouldn't do, and I'm just rasterizing a sprite in Photoshop instead of using my Font Type. This is silly, because my custom Font Type is in effect essentially everywhere else in the game, but seeing how the Upgrade Menu was created long before my Font Type, I think I just let it slip through the cracks.

    It's clearly something I've taken for granted up to this point, and it's definitely an issue I need to address.

    Thanks again Jeeba!

  • I played it also. Good graphics and consistent gameplay.

    Thanks p0pzst!

    I'm over halfway through with 6 new levels including one new boss fight, more weapon upgrades, and a brand new weapon.

    I'll be ready to show that off, plus hopefully a debug menu next weekend.

  • Well done, a really great game!. Didn't found any bug also, just a minor thing, the font on the Upgrade Menu, it's a little hard to read, but I'm testing it on a big desktop monitor

    Thanks for the feedback jeeba!

    For the Upgrade Menu, was it all the font, or maybe some specific parts were better than others?

    Was it too large/small or just too pixelated?

    Thanks for checking it out!

  • Really nice, great graphics and I loved the retro sound. Also extremely difficult on a laptop touchpad

    Thanks for the feedback peter.

    Difficulty on this game is pretty hard to find the right balance for. I don't think I'm anywhere near where I should be, as I think I'm currently suffering from "developer is too good at his own game syndrome."

    Obviously I'm trying to adjust the challenge to iOS, but I can certainly see using a touch pad bringing the difficulty to an all new level!

  • Looking good. Way to add a new spin on the runner type of games. I was getting board of them.

    Thanks, I appreciate the comment. Runner games have potential to be more than just generic "endless" games. Not that there aren't some great endless runners out there.

    I also wanted to make this because all the mega man games on the App Store are terrible, so I figured this could scratch that itch that some hardcore players may have.

    I'm trying to wrap up Crying Baby Utopia where you fearlessly take on baby rattles and rubber duckies. Screen shots should be coming up soon...

    Thanks again for anyone who's checked out the game!

  • I think I found a bug. If you click on the numeric part of your coins total on the upgrade screen, you get 500 added to your total. You can do this multiple times.

    Ha! That's actually something I put in for debug purposes and forgot to take out.

    Feel free to exploit for now.

  • I think what BigHid Ikarus means is to have a context menu "select" and "replace" within the layout view, not the event sheet, just like the "align" and "z-order" menus.

    While you can't replace the instances that exist in your layout view, you can select them all at once by clicking on any specific object either on the Objects Window or the Projects Window list. After that, you can move them around or delete them all together from the layout.

    What he said.

    I'm aware you can select them all from the Projects Window, I just wish there was more functionality in changing objects on a global scale across your project.

    Right now I have to go in and manually replace every instance of an object I have placed, which gets difficult depending on how many are placed and how many layouts the object is present in.

  • There have been many times while working on my project that I've wanted to replace every instance of an object, either on one specific layout, or every layout in my current project.

    I'm unaware if there's currently a way to do this, but I think it would be great if I could right click on an object, then select either "all instances in layout" or "all instances in project" which is pretty self explanatory.

    Additional functionality would be to replace all objects selected, which could be done with either another function in the right click menu, or an additional field in the object properties itself which lists the object name, but is editable (either drop down, text, or both.) This way you can select the object, and change the field in the object properties and voila! All selected instances are replaced.

  • Greatest. Tagline. Ever.

    Thanks for sharing this game. I played it on my PC using Chrome and didn't see any obvious bugs. Fun and silly at the same time. Your Doctor character has a great personality and the humor quotient was high. Fun time. Nice job!

    Thanks taokodr!

    It's funny the silly lines you can come up with after you've put the kids to bed and are still up at 2 AM.

    I really appreciate you checking out the game!

    More updates coming soon...

  • For anyone who's played, or is interested in the project, I've made some updates based on the feedback I've gotten.

    Here's a bullet list:

    -Ammo is represented via a meter above the weapon instead of numbers.

    -All weapons now share the same ammo, but deplete the meter differently.

    -Ammo is refilled at the start of each level.

    -Ammo can be upgraded between worlds in the Upgrade menu.

    -Enemies and levels have been adjusted slightly.

    -Health points in the upgrade shop have been reduced in price.

    -Ammo and Life Points show up slightly more regularly during gameplay now.

    Here's the link to the PC demo: https://dl.dropboxusercontent.com/u/826 ... index.html

    Remember there are no keyboard controls, as this is intended as an iOS game.

    Here are some images showing off the new ammo meter:

    Thanks for looking!

  • This is fantastic!

    I can see this being a great educational tool used in ESL classes. I agree that adding written words would be beneficial.

    Nice work!

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  • Icarus, really enjoyed playing your game.

    I've only completed the tutorial section so far, but I found it very helpful, and easy to follow. I also liked the comic elements you've added in the conversation between the mad scientist and Buddy Bot. Cool music too, really fits the game well. Good luck with it, I'm gonna try playing for longer when I have a little more time

    Edit: Throwing doughnuts though!? That's just crazy talk, and I cannot condone it! Doughnuts are for eating, not for throwing

    Haha!

    Thanks for the feedback!

    It's been an interesting challenge coming up with weapons that primarily consist of desserts, but when I was thinking of some kind of grenade launcher, for some reason my mind went straight to exploding doughnuts!

    Please understand though, no doughnuts were actually harmed during the creation of this game.

  • This is what Buddy Bot looks like!

    Check the forum thread for a playable version:

    I'm going to post a video soon for those who aren't able to play, but in the meantime any feedback is greatly appreciated!

  • Its really a cool game didnt find any bugs.

    Thanks for checking it out!

    Very happy to hear you didn't find any bugs.