Cornographer's Forum Posts

  • 11 posts
  • I realize it's a stylistic choice, but the 8-bit backgrounds really do murder on my eyes. I can't really play this for much more than quarter-hour intervals.

  • Don't worry about that. As I said, it's really not made clear enough what's considered a platform and what's not.

  • I can see what you mean, the knife is definitely a bit too short. Fortunately, it's very easy for me to jump in and give the weapon sprites more area.

    What parts of the level traps you? I'm bashing my head a bit that I didn't document an important part of the level structure: all of the stairs, and the wooden floors inside the mill, are considered platforms, so you can drop from them in the usual platform behavior way. Parts of the mill are designed so you have to drop down to progress, which probably is like a Sonic barrel to players.

    If that's not what you mean, I'm interested to know if there are areas with messed up collision detection I can look at.

  • It would be cool to have a browser plugin like Java or Unity, but ultimately the biggest obstacle to getting friends to try my stuff out is that they have a Mac.

  • <img src="http://imgur.com/OQGbp.png">

    <img src="http://imgur.com/CROFQ.png">

    House of Cards is a fairly standard-issue platformer that I've been working on to experiment with Construct. The first playable character is Hartman, but he will eventually be joined by Mindy, Spadwick, and Clobber. The plan is to have about 12 stages, each composed of 2-6 areas.

    The story is fairly minimal: as the bounty hunter Hartman you must locate and eliminate a series of ne'er-do-wells.

    The controls:

    Movement - Arrow Keys

    Jump - Shift

    Attack - Z

    Special - X

    To follow progress on this game, you can check up on my blog:

    http://nizzoinacup.wordpress.com/

    I've got a playable demo of the first stage. Mind that it's a little rough around the edges - I've only spent this last long weekend on it. There are bits and pieces that will certainly feel as if they were rushed out the door. Also, there's a bug related to crouching that I've fixed since exporting this; if you experience it you'll probably know what I mean. Give it a try, let me know what to fix, what needs work, and what works.

    http://www.mediafire.com/?etgoz99aetot58x

  • I use this myself, it's a very nice program. Simple and easy to use, but at the same time customizable. I've been able to create every single retro-style sound I imagined.

  • Yes, but you'll have to do it manually.

    A dialogue cutscene can be done by creating a new hidden layer for the text box, which changes the contents of the text every time the player presses the confirm key, hiding and showing itself when prompted.

    Set up an activation condition (i.e. player overlaps X,Y) and have the layer unhide itself. Make sure you disable the player-controlled movement behavior first. I know some people who enter the text into the event sheets and link them to a numbered variable which goes up each time the player presses the confirmation button, and some people reference the text from an INI or other text-based file.

    There are a few ways to stop input and manipulate player and enemy movements, which is probably the most important part of a cutscene. Look through behavior actions for something that will help.

    You can have things going on in the background, like rocks falling into the entrance or a bunch of chickens doing a little dance. Use behaviors and animations to allow objects to move. Think creatively; experiment with the engine and apply the results of said experimentation to your project.

    I don't know about Flash support, but I'm pretty sure Construct accepts some movie formats that Macromedia Flash files could be exported as.

    Sorry if I'm being a bit vague, but I'm a wee bit tired at the moment.

  • I've just started a new project, again , that is a vertical arcade shooter, but with a mission format and RPG elements.

    Its so pre-Alpha I haven't even come up with a Title for it, its working name is Space Shooter - imaginative hah

    Here's what it looks like so far, lots of time finding and arranging graphics, a short stint in Construct to see how it looks...

    <img src="http://img.villagephotos.com/p/2005-3/975381/preAlphaScreenshot-small.jpg">

    This image is reduced so it shows fully here in the forum

    The blue's a wee bit distracting, but besides that it looks pretty sweet.

    Reminds me of Transcendence.

  • I agree it would be nice if, for example, global objects appeared in the lefthand panel by default, without the need to paste them.

  • Alright, I'll make my own then. Thanks.

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  • Hello,

    I've been making a management/RPG hybrid (think Princess Maker) which would greatly benefit from the use of a menu. However, even after checking the project properties box that enables the menu and fiddling with the menu in the Resource Manager, I can't quite get it to show up. Is there a specific way to call it using an object? Are menus not fully supported yet? What am I doing wrong?

  • 11 posts