CairoCreativeStudios's Forum Posts

  • Version 0.3 brings in vehicles, waypoints, and ladders, with a couple fixes to the engine in different areas.

    Waypoints brings the beginnings for the construction of multiplayer game types such as Capture the Flag and King of the Hill.

  • What is your required income? If you're interested, I'm working on a game currently that I'm going to have someone I know from the Motiga team share, and hopefully get them to publish the game.

    Byte Sized Heroes is the game, and the base of the engine will be completely open source and free for download. You can easily find it on my page.

    If you're interested, I'm looking for something similar to Mega Man ZX art, but obviously more suited for a platforming shooter. I'll give you more information if you contact me at

  • Version 0.2 out now. Let's hope for 0.3 tomorrow. Continual updates until finished.

  • Version 0.6 Updates: Drivable vehicle: Tank! Ladder working, Mountable, enemy, mirroring... Well, turrets working. I'll explain later, or you can play around with it. Jump through platforms, LOG screen lets you select world positions and objects for use with certain functions like ADDACTOR, DELETE, and CLONE which have all been added in.

    The project will now use artwork inspired by Inafune's MegaMan ZX artwork, using Spriter for animations. There will be a complete set of animation parts that you can easily modify to create new sprites and animations in the game. This also makes it easy to make the characters easily customizable. I plan to include multiple hair/outfit options to create characters. This will also work for AI, and will be easily controlled in the variables of the object.

    What it has so far:

    • Custom Platform-like Behaviour Using Physics Behaviour [Identical to Platform Behaviour, adjusted for physics shoot 'em up type gameplay]

    + Wall Climbing

    • Simple Civilian AI [Small AI, more to come]
    • Dialogue System (Incomplete) [Type dialogue, name, and icon name, the engine does the rest]
    • Log System (complete with Alpha 0.2) [perform functions inside the game at command, mainly for testing]
    • Online Multiplayer (Incomplete) [Online Shoot 'em up action]
    • Guns and Grenades (Incomplete) [first weapons of the game]
    • Map Volumes (incomplete) [easily set up for map interactions with the player]
    • Vehicles [0.5 update: Helicopter type vehicle now available]
    • Waypoints (incomplete)
    • Toys (incomplete) [Turrets added with 0.4]
    • Filler Sprites (incomplete) (for easy animation)

    What it will have:

    • Onscreen Multiplayer (started)
    • Cinematic System
    • Inventory System
    • Other Weapons
    • Armor Upgrades
    • Ingame Map Builder

    Here's the engine [0.5]: http://www.mediafire.com/download/dido5dl20t4989s/Project_Alpha_0.zip

    Here's the game in the arcade: https://www.scirra.com/arcade/shooting-games/byte-sized-heroes-1240?action=updated

    Here my website: HTTPS://KiiraGames.Weebly.com

    Keep a weather eye on the updates!

  • Well, I can't really figure out how to incorporate it into the engine itself. I don't really need to though, I can just make a compiler that can read through the project file. Pretty simple. I'm guessing that not many people actually have an answer for this. I've already went looking and turned up nothing.

  • Okay, so I've been wondering for some time, how do exports work? I want to make one, but I don't know where to start with it.

    After my current project is done, depending on the difficulty of such a task, I may focus on making native exports from Construct 2 to native code. I've been programming in many other languages other than HTML5 for years now, so I'd like to put my skills to good use.

    If anyone has any idea, please let me know. Otherwise, I might have to make it separate from C2, but I'd prefer to just make an add on.

    And before anyone points out the difficulty, trust me, I have the free time, so I'm not worried about that.

  • Time is a factor to consider for developers that spend most of their time developing, that is a valid argument. But depending on the scale of the game, I don't see there being much of difference. I'll return to this after I have tested it out, and let you know of my results.

    It seems that only a select few people have actually tested it themselves, so this isn't a completely reliable place to go to for information. I think if anyone is going to think of trying it, they should just go for it, and learn from their mistakes if any are made. Supporting a platform as big as the Wii U will make you a lot more money than supporting mobile app stores. It's disappointing that we have yet to see much support from other platforms, but I wouldn't be surprised if that support is coming in the future. (Hopefully for C3).

    Two reasons why I'd say to try it: Less games than other markets means less competition; and it's also a system specifically designed for gaming. A console. Besides from the fact of it's popularity going back up because of the fact that few newer games on the powerhouse/expensive consoles are good. (Though there are some very obvious exceptions to this... The Witcher 3...)

  • As a developer, I think it's honestly smarter to choose your engine based on whether or not it ports to enough systems that people use often, then how well you can make something with it.

    Don't NOT make a game for Wii U if you'd like to make money. You make money simply by supporting that platform. So, why wouldn't you? I just don't see the logic in not doing it if you can. Aside from that, bashing markets that C2 supports makes just as much sense as learning C to make a flappy bird game for NES. It's kind of like a take it or leave it kind of thing. If you don't like what C2 supports, use something else, like UE4. It's not wise to use an engine if you're not going to use it to it's full potential.

  • These are some fantastic free resources! Keep up your generosity and fantastic work!

    Thanks! I'll do my best to keep making more!

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  • Thanks! I've seen mixed results for artists using IndieGogo but have seen a lot of success on Patreon.

    Maybe you can consider releasing content every month and narrow it down more and more with donations to every 2 weeks, 1 week, and progress. Just an idea. Good work!

    Might just try that. Thanks for the suggestion. I'll definitely release content regularly. Can't really set any sort of pattern with all I have going on, but it's a couple things within a month. I have quite a few textures to upload that I have yet to do so with.

    If donations alone actually work out well, l'll just do that. I just want to be able to keep my stuff cheap, or even free still. Personally, I don't like having to buy content for my games (Not that I really need to anymore) So, I want to treat everyone else the same I would for myself.

  • I've been silent around here about this for a while until I built the portfolio a little bit, but I've started a free to a dollar assets project that will comprise of me... Well, doing exactly what it sounds.

    http://kiiragames.weebly.com/pixel-art---animations.html

    Here you can find free pixel art that can be used for your games. All under CC-BY 3.0, so you're free to use and modify.

    Also, if you're ever in need of textures, you can always look here: http://kiiragames.weebly.com/textures.html

    as well. I have some more things on there, but those are the most notable right now. I plan on expanding the other pages with more assets to use, but it takes a while to make some of the others (Currently working on a platformer example by using my game's alpha).

    Enjoy! And don't forget to let me know if you use any of it.

    P.S. Will make an Indie GoGo campaign to hopefully raise money for my Free To A Dollar Assets project. I want to be able to keep my prices cheap so that indie designers can get what they need to start designing.

  • Can it be used for Commercial use?

  • You'd probably need a plugin for that, mate.

  • Mario/Maria the plumber

    More like Gabbie the plumber:

    http://www.mfgg.net/index.php?act=resdb&param=02&c=2&id=21493

  • Personally, my favorite characters in gaming are: Mega Man, Samus Aran, and the Cole Train. Don't really know why, they're just awesome characters. One day I plan to make a game based on a woman much like Riza Hawkeye(FullMetal Alchemist) or Matoko Kusanagi(Ghost In The Shell), which are frankly two very bad ass women that would make a game BAD ASS.

    So, a female is just as good a character as a male, and same goes for people of different races. What they do, are capable of, etc. is up to the developer. Don't limit yourself to the idea that men are stronger, or white people make more money or some dumb crap, because all of it is just misconception. Base those things purely off your own personal interests as a developer, nothing more.