Billy Bleeks's Forum Posts

  • I would go with the one on the left, it looks more stylized. Both are great though. Maybe have an option to unlock one of the styles?

  • Set Silent is working on Android using Cocoonjs on my phone, maybe dont toggle it but actually set silent, then not silent?

  • Making some great progress the past couple of days. When we started this project I thought this would be an easy/quick one to produce. I've learned that for myself no project is/should be easy to quickly produce, there has to be a struggle, a battle even.

    I was going to release this game earlier this year hoping that people would over look the small issues like for example: an ice spider enemy with a shell of ice that breaks off with one hit, allowing to hit the spider underneath afterwards. Sounds fine and simple right? I pinned the ice shell to the spider so they would move in unison and create the effect I was looking for. It worked great for the most part, except for 20% of the time the hit would kill the spider underneath the shell and leave the ice shell behind. I spent too much time trying to fix it but ended up leaving it the way it is after some frustration. The problem ended up being due to using a Square Sine movement I use to make the spider jump left and right. Unnoticeable to the human eye the pinned ice shell would lag behind the spiders movement, something I read Ashley explain to someone in the forum about pinning objects. So I used another method without the pin behavior.

    This little "glitch" and others, though none game breaking, started adding up. As soon as I finished the game up to the last boss, I decided I had to go back and attack these issues. And I'm glad I did! Speaking of battles, sometimes you just have to know when to pick them, know that this little thing you're stuck on will/can be resolved and keep pressing on. When you come back to it there may be something you learned along the development cycle that will help solve those problems or sometimes its just attacking a problem with a clearer mindset.

    Anyways back to the grind! >:P

  • Thanks Angiel, i'll make sure its as good as it can be

  • Still at the tightening up/bug testing stage of development and it has to be the toughest part of this process but the most rewarding. In game dev, like programming we are always learning new tricks, implementations and such as we go, so when you go back to look at your earlier program structure after you think you're done, it makes you laugh at how poorly you may have put it together in sections or how redundant somethings may be. In going back and trying out different (more efficient) ways to do things you learn a lot but have to be careful not to break the game. Sometimes you just have to take the lessons you learn going forward to new projects and just get the sucker done and release it haha..

    Having missed so many release dates already now I kind of know how professional game devs feel about setting release dates publicly. I try to set a release date to push myself but most of the time its just not realistic. Anyways back to the trenches!

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  • saiyadjin Haha dont worry about it, a lot of us feel that way sometimes...there is so much good C2 content lately its hard to get noticed..which is great..I like your art style, what kind of game is it? Like Pirates Gold, exploration, action?

  • Haha Beaverlicious it sure is!

    Its hard to play games when you're so busy making them eh? When I have free time Im playing mostly on my WiiU and 3DS, MarioKart 8 and Smash Bros are still fun, especially with 6 players +. Finished Bayonetta 2 a lil while back, was bad ass. Just recently bought Metroid Prime Trilogy, makes me wish there was a WiiU Metroid in the works. So looking forward to playing Zelda, Xenoblade X and Splatoon later this year.

  • A video of the first stage and boss of Kitty Pot Cracker:

  • Here is some off screen footage of Kitty Pot Cracker:

  • [quote:1sy1f54f]Weird thing, has anyone noticed a difference in touch sensitivity with your game tested on different devices?

    Kitty Pot Cracker while playing on my phone is quick and responsive when tapping the screen. When I try it on my brothers 10 inch tablet I cant keep up with the waves of enemies as well as I could when playing on my phone. It seems to take longer for my touches to register. I've noticed for this tablet in question that you have to tap harder than usual to touch the screen inputs.

    Okay after doing a bit of research on touch displays I believe my brothers tablet screen is a Resistive type of screen.

    My phone and most phones have a Capacitive screen which is more sensitive and better for touch sensitivity and response, and also multiple touch. Which means I don't have to worry too much I think as far as touch speed goes. I tested this theory by using my finger nails to touch the screen on the tablet, it worked like a charm and I was able to beat those waves of enemies just as well as I could on the phone.

  • Hi guys, I'll have an off screen game play video on a tablet to demonstrate the game and how it plays later today.

    Weird thing, has anyone noticed a difference in touch sensitivity with your game tested on different devices?

    Kitty Pot Cracker while playing on my phone is quick and responsive when tapping the screen. When I try it on my brothers 10 inch tablet I cant keep up with the waves of enemies as well as I could when playing on my phone. It seems to take longer for my touches to register. I've noticed for this tablet in question that you have to tap harder than usual to touch the screen inputs. I don't want to have to dumb down the waves Ive pieced together just so tablets like this one can keep up.

    I'm going to try it on my other tablet and see how it feels.

    Developing for mobile has its challenges, especially when you have over 7000 devices running Android and you try to make it as compatible as you can.

  • Looks great, nice colors and lighting. I know a few devs here have had some trouble porting their games to WiiU. Im happy to hear its working out for you, Its a dream to make a game for a Nintendo console, keep up the good work!

  • Kind of looks like a mini shovelknight, solid work all around!

  • Great sound work, the voice over was right on cue for me. You should keep going with this concept, its really well done and has room for more challenges.

  • Watched the video.Loving that serious chiptune! Thought it was going to get crazy when the song faded out.

    Game play looks pretty solid and has a nice and clean art style. Great job