c13303's Forum Posts

  • Thanks for this enlighted review jobel ! I think you understood very well the point , I'm really glad ..

    To tell the whole story, the game has been made around the music and not the opposite , then I feel what you mean about the pace. I may try to slow down some tunes (add some reverb and stuff..) to see if it fits better. You know like me how difficult it is to find the balance after so many hours watching the same scenes

    And I also agree about the exploration. I was feeling that in some ways I went too much into action gameplay and not enough atmosphere. I'm thinking about having more atmosphere / story levels. It may help to feel more complexity about the character. Yeah there's a story behind it but the prototype just scratch the surface for now ...

    Then I must say your words are already helping

    By the way I'm curious about little things, if ever you guys can tell :

    did you get to the end ? (the bugs with "lady" level)

    did you find the forest and the monkey mask ?

    did you find it difficult ?

    how long did you play ?

    ++

  • Thanks so much for your feedback. It's really benefic for me, especially because I was quite "alone in the dark" while doing this by my side for 2 month or something. Your reply is completely accurate on every point; so it's freaking rewarding and usefull for me.

    To try to stick the most to my former idea, "no words", I'll try to make a better "tutorial", with a corridor until you get all basic weapons, so the player can't think he did something wrong or went to the wrong place until he gets the basics , getting him slowly into the cold water before letting him in the "open world".

    I'll keep you informed on this post, I guess it will take a couple of month before a new release.

    Once again thanks for the time you took to play and reply and for the support.

    Charles

  • Hi there,

    here's a Action/RPG (think Zelda or Castlevania ..) I started to create,

    there's now, I think, 1 hour game to beat the game. No proper ending for now, but when you beat the "Spider Supermodels", you've reach the end.

    I warn you : if the gameplay is somehow classic, the shape of it is quite "experimental" and, I think, disturbing.

    But I think it's pretty hard to do for some reasons :

    • Graphics are quite experimental (some will say UGLY <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";-)" title="Wink" />) , mostly made from collage, and it's voluntary dirty to create some mental disturbance
    • Developpement has been focused on atmosphere, and music, so the "tutorial" is quite minimalist - almost inexistant - so its not that simple to handle, I think. But once you got it, it's working well.
    • A full character must have : a heart, a head, a sword and some wings. You can find all these before beating the first big monster.
    • When you fly, your heart bleed, and when your heart is empty, you fall
    • While flying, use mouse wheel to rotate the character: That's very important !
    • Space bar opens a menu : you can equip any skull, weapon, wings and SPECIAL POWER
    • Use right click to use a special power. It's consuming your mana. The mana is shown with the color of your man : when the guy is RED, it has mana, when it's black, mana is empty.

    I really wanted to keep it secret until a proper beta version. But this is so much work I started to feel lost in my project, so now it's in standby. There's some game to play though, so I decided to share it with you Construct users, maybe you'll have some feedback and ideas on how I should polish all that stuff. Because I already know a regular player will feel completly lost in this mess. I'm trying to find a balance between something mysterious and something easy to handle.

    There's a quick video so you can see a bit how it's meant to be played.

    Last thing : mostly because of music, the game is something like 200mo, takes a few minutes to load.

    So for those who aren't afraid : good luck <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile" />

    webmecano.com/shitrain

  • looks very nice ! I will follow the development

  • Also interested by this and can't find any "set cursor position" action ... Any ideas ?

  • I think many things have been said about Image Editor, just sharing my feedback about it : many bugs (the only bugs I met in Construct 2)

    • when I copy / paste from web / photoshop. Many various glitches appears.
    • Reducing big pictures will do a blank fail
    • My computer makes a funny noise when Image Editor is open. Only software ever doing that on my strong machine Not a problem though, it may show that Image editor is handling memory in a strange way, I don't know ...
    • I think all these littles bugs sometimes combined may cause software to crash. Very rare, but I did lost 1 hour work once or two (did not save often cause my project is big and take time to save). I am now used to use photoshop for the sprites, I don't hope Construct 2 to have such advanced tools, but a crash when resizing something is really problematic, moreover since Construct 2 doesn't save the last "Control+Z" state to recover after a crash. (would be another GREAT feature)

    Hi, it's been month and month I'm using Construct and I pretty love it. Web dev by day, artist by night, I pretty enjoy the way ideas are getting in shape SO QUICK with Construct. You can try all this crazy ideas with a few work. And plus it's a reliable tool for big and long term projects. Pretty cool price. Without this little flaws in Image Editor, the software would be beyond perfect to me.

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  • So maybe we should use a posivite global property for persistant objects ? I will try that, thanks

  • Actually you're right. It doesn't work with persist objects ... That sounds a bit weird that there's absolutely no way to reset such objects.

  • actually the MIME type was fine.

    There was another issue : you have to uncheck "minify script" during export

    Solved!

  • I added the MIME type with an .htaccess

    AddType text/xml .scml

    AddType text/xml .scon

    And tried also to add the MIME type directly in Apache mime.types.

    Both are working, because when done, Chrome displays this on top of page :

    "This XML file does not appear to have any style information associated with it. The document tree is shown below."

    I think it's fine if the .scml is recognized as a XML file.

    However, my spriter animation is still broken (same : invisible sprites, dissassembled parts, no animation) after export on the host (but works fine in Construct 2)

    Do you have an idea where it comes from ?

  • A spriter animations is made of parts, Maybe be your "parts" have a wrong hit box, but I don't think it's a good idea to rely on Spriter animated "parts" hitbox, and I don't you can manage a correct collision system for the player with that many hitboxes moving.

    Since the wrapper sprite can't have a hitbox, I immediately prefered to make the whole Spriter animation stick to a single invisible sprite (with function Pin for example) wich is actually the real player controled sprite, then I can define a hitbox like usual. For sure this hitbox won't adapt to each different frame of the Spriter animation, this way you have to keep a "global" hitbox for this character, but is it really a problem ? This way, this is functionning just like usual in Construct 2, Spriter only take care of a visual animation.

  • Don't you think using the angle property may be more accurate ?

    if sprite.angle == 90 then play "walk_right" animation ?

  • oceldot : yes !

    And as shows plikrus picture, it seems that a persist object is a "global" object

  • Haha, thanks ! Hopefully my last piece of ignorance

  • Hi guys, just a word to say that I love Construct 2 very much. We are currently working on a big game, using the Spriter plugin to prevent huge sprites to create big loading lag and it's working well.

    If I can suggest something, I think the feature I miss the most is a simple replace function for the objects.

    It's working very well for variables, and I'm pretty sure it shouldn't be that hard to replace an object by another in all events. I had this problem several times on a 500+ events projet (I suddenly needed a family for the hero sprite, and had to replace all the "hero" object by its family in all events, one by one )

    Just my idea

    Thanks and keep up the good work