brent_hamel's Forum Posts

  • Thanks for the input, I've just updated the game, there are a few new additions that I've listed in the initial post, hopefully they help deal with the issues you mentioned!

  • hmm, I was using WASD to play, I didn't try the arrow keys, you could try having a look at THIS thread and see what they discovered.

  • Well you definitely have my curiosity, as someone who's been using C2 for a while, HTML5's sound capabilities have always been something of an issue, but this seems really advanced for HTML5, unless I'm missing something really simple you've done to achieve this. Only real criticism is that the interface is very dull, but I'm sure you'll slap a sweet GUI over it and have an awesome synth app :)

  • Hi Grimwolf, I played your game for a bit, and here's what I thought.

    I like the Limbo-esque artstyle, I like the angry birds style gameplay, and I like the precision control I can get over the Balista.

    On the other side, I felt that there was too much trial & error to learn where the zombies were. Having a way to survey the map would make a huge difference for being able to plan shots, you could also offer things like a visual representation of your last shot (ala Angry Birds) and perhaps your last angle and lbs listed somewhere, so you have a reference for your previous shot when considering your upcoming one.

    I also found your instructions screen to be not completely clear, but was fine once I got into the game and started exploring it (I struggled with figuring out where to click at first, but sorted it out quickly enough)

    Also, given that this is your first C2 game (I don't know your history in game development) there are lots of us here that are happy to help you with any questions you might have about how to achieve various things you're looking to have in your game :)

  • Hey guys, just to let everyone know, as I'm in a hurry to get this posted to FGL, so I'll be taking the link down in a few days, as FGL asks that there not be any playable versions of the game active while sponsors are considering it. So if you want to give it a try, or offer any feedback or criticism, I'd love to hear it, but just know that link will be inactive in a few days. Thanks.

  • Interesting concept. Took me a minute to work out what I was trying to do, but it wasn't too difficult. I like the powerups and powerdowns ideas you've got happening with the bigger blocks. Intuitively I kept expecting my size to increase and decrease when collecting blocks/taking damage, so I don't know if this is a mechanic you've considered or not, but it might be something to think about if you've not considered it already

  • This reminds me of an old CC demo that someone made using white lights (can't remember who posted it :( ) nice to see it appears in C2 now as well. Do you have any plans to use this as a game mechanic? Or is it more just meant as a PoC or Tech Demo?

  • Perhaps posting this in the "how do I..." section might be more useful for you, as you'll have more users that are prepared to answer questions and offer advice there :)

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  • You've got a good prototype on your hands here. Personally, I'd keep the narrative as its completely ridiculous and can then allow for more over-the-top content. Nothing says fun like planes, maces, feathers, and blood. There are all sorts of ways that you could extend this into a full game. For an hour long jam, you developed an interesting concept. Keep at it, I hope to see it in the AppStore some day :) (mobile would make the swing mechanic interesting given the use of gyros!!)

  • Wow, thanks for the heads up!! Should be fixed now, might explain the lack of feedback lol, sorry everyone!!

  • Ok, so I have put together a To-Do list for the things that I know of that need tweaking/changing, but would still love some external feedback/input! Super pretty please?

  • Update: added a double jump feature to help avoid cheap deaths...

    Update2: added Tutorial balloons that appear when idle, added a progressive difficulty growth, reworked the sound engine (see PoisonPage's Sounds with Functions Tutorial!), added Pause, Mute (working on saving settings), some visual cues/new graphics, and a bunch of bug fixes!

    Update3: added custom loader, Fireskies branding and jingle, weapon/shield level indicators, 100 coin health refill/weapon level boost, Mute setting saves, and a few minor bug fixes.

    Update4: added 100 coin health refill/weapon level boost SFX, added high score SFX, rebuilt Shield weapon for player and enemy, a few minor bug fixes.

    Hey Guys, just wanted to finally share what I've been working on: Super Tobu Adventures!

    <img src="http://www.fireskiesstudios.com/wp-content/uploads/2013/01/Super-Tobu-Slide-Large-470x260.png" border="0">

    It's a simple vertical platformer that plays a little bit like a shooter. The entire game is controlled with the left mouse button, click to jump, hold to shoot. It may take a couple of attempts before becoming comfortable with the controls. I haven't put in any in-game tutorials yet...

    Access my dropbox here...(link has been disabled to do FGL sponsorship viewing rules)

    I'm starting to get ready to try posting this to FGL but was hoping to get some feedback first. We have this awesome community here and everyone always has such good input. There are some bugs I'm aware of that I'm currently working on, but nothing game breaking (that I'm aware of). I've also not taken the time to preload and reduce volume on the sounds, so not only will they not play immediately the first time, but they'll probably be loud, sorry about this everyone... I'll have that implemented soon, other things have just been more important so far.

    You play as Tobu <img src="http://www.fireskiesstudios.com/wp-content/uploads/2013/01/Ninja-80x80-idle.png" border="0">

    You rescue Tora <img src="http://www.fireskiesstudios.com/wp-content/uploads/2013/01/Tora.png" border="0">

    You defeat Barlog <img src="http://www.fireskiesstudios.com/wp-content/uploads/2013/01/Cyclopian-Crab-Samurai1.png" border="0">

    (or at least you WILL in the FULL version, this demo is simply a high score mode, no boss battle or story)

  • Create your sprite with your boolean, let's say "leftPunch", then setup your events like so...

    On key pressed |

        Is boolean instance variable set ('leftPunch') | - set frame 0

                                                                             - toggle boolean ('leftPunch')

        Else | - set frame 1

                 - toggle boolean ('leftPunch')

    That should get you started. "Is boolean instance variable set" only tests for true however, if there are moments when you specifically need to test for false, simply right click the condition and select "invert" this makes it a NOT condition. So basically, "Is boolean instance variable set (inverted)" = "If boolean is NOT true". Hope this helps :) Merry Christmas!

  • Using the physics behaviour when you're new to C2 or creating game logic can be tricky at first. When I need something that obeys gravity, but is easy to control and predict, I like to use the Platform behaviour, and have the object "jump" towards my target as soon as it's been spawned. That can be a little tricky to get working too, if you're really new, but it's still simpler than using the physics behaviour imo

  • Pinning makes the pinned object stay connected to the first based on relative position when first pinned, so if you move the item where you want it before you Pin it, it'll work perfectly