Burvey's Forum Posts

  • Both are excellent updates!!! I can't wait to play around with the new version.

  • Having the rotated images wont make any difference so go ahead and use them.

    As for disabling off screen stuff, that will work for collision checks, movements, line of sight checks, stuff like that, however making the sprites hidden/invisible will have no effect on performance.

  • I don't think you can. I had looked into this a little bit in the past for another project and couldn't find any way.

  • But then it wouldn't be a tiled background.

  • Very cool. I really like it. It's one of the kind of games that I enjoy and can play for long periods of time. The only thing I didn't like was the timer (rather then endless mode or some other longer modes) but I guess that's kind of important for a game called 60 Seconds lol

  • It's cool. I would continue to work on it an polish it up. I would make the up arrow to be jump rather then c. I would also add some kind of transition or something between the death and title screen. I wasn't sure why you couldn't attack while crouching or why you freeze in the air when attacking but if that's the style that you were looking for then you nailed it. It looks like you have some good mechanics in place already. Good job on the game.

  • I agree the tabs can get overwhelming sometimes when there are a lot open but having a proper naming structure in place helps a lot. For example Level1 for the layout and Level1 ES for the event sheet. Then they are easy to identify which is which at a glance.

  • I think there's one in the capx examples that come with construct 2. I'm not sure if it's touched based or not but you should be able to easily modify it.

  • Sargas oh cool. I did make it to the second level, but then the game froze up so I thought you had the demo set up to only play the first level. Could be a bug maybe. I'll test it out again and let you know.

    EDIT: ok, I got through the portal that time so it's likely not a bug. Not sure why it didn't work before, but level 2 was even more fun. Keep up the good work!

  • An autocomplete (or availability list) for sound tags and group names would be nice too.

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  • Since you're using the free version and have limited layers you could probably get away with just spawning the particles on the background layer. As you've already seen they will spawn in front of everything anyways. Then once you upgrade you can create your own separate layer for the effects.

  • Love it!

  • I just tried out your game again and in my opinion it's 100% better! The controls are much easier (if it were me I would decrease the side thrusts slightly but hey, maybe you're going to have something later in the game where turning tight will come in handy). The tutorial at the beginning is wonderful. I didn't even know that you could reverse before and I really like that. I would maybe add something about how to get the map to show up. I finally figured out that it was clicking on the ship that was making it happen. Before I thought that it was just clicking on the screen and it just wasn't coming up half of the time.

  • Thanks Sargas, and I'm sorry if my post seemed too harsh as well. I was just really annoyed because it was the third time in a week or so that I had replied to someone asking for feedback which ended up (at least in my opinion) not really being wanted. So, I kind of let it all out in this thread and I'm sorry about that. I have no doubt that you have put a ton of time into making things work exactly how you wanted and then to hear feedback that it might not be quite as perfect as you thought can be hard. I'll give your game another try when I have a few minutes. And good luck with your campaign. I would love to see the game updated with real graphics and such. I agree with Somebody as well that I hope you will decide to go the route of high-res graphics for it. I think a game of this type could look amazing like that, especially with the different depths that you could come up with for the backgrounds etc.