CreativeMind's Forum Posts

  • Cool game! Like the graphics and being able to customize the sausage.

    Small critique: A good tutorial uses as few written or spoken words as possible. The weener explaining to the player how to customize, then how to jump etc. just annoys me (just my personal impression). The level design should make the controls self-explanatory, for example force the player to jump, then to double jump, then lead him to a portal without any option to avoid it.

  • Scene from my current project 'Loading the Game'.

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  • Hey fellow game enthusiasts!

    After five thousand years of development and an overwhelming amount of shedded blood, sweat and tears, I finally present Alpha Build 1.0 of my current project, called 'Loading the Game'.

    Loading the Game is a one-of-a-kind humorous puzzle game, in which you are confronted with... well, with a loading screen - and a loading screen fanatic! You will be trying to cancel the screen while a narrative voice is manipulating you. Be smart and escape!

    After several years of developing and publishing smaller mobile games and gaining some experience, this is my first big project. I've spend much of my free time designing this game and I hope that someone might like it.

    • Creative puzzle elements
    • Funny story, puns and guns
    • Sharks, pretty women and lots of cool stuff!

    https://www.scirra.com/arcade/puzzle-games/loading-the-game-alpha-build-10-22642

    This is Alpha Build 1.0 . The final version will contain much more content. Your feedback is needed! What can we improve?

    Please do not use Internet Explorer! Works fine with Firefox and Chrome.

  • CreativeMind Thank you! Yes I have been considering doing a video series on the most crucial pitfalls I've encountered with my time using Construct. I feel I possess a lot of wisdom now that I could've killed for back when I was starting out. No promises when or if I'll make it though.

    Sounds great.

    If you put it on YouTube someday, put ads in it, you'll make some money.

  • Well, it would be great if that feature were implemented in C2 soon.

    I will surely add this to the suggestions list of C3.

  • Starting an encounter in KlangM. A lot of work just to get past that silly tap to start music restriction...

    Environment art:

    Always impressed with how good a game made with C2 can look! Great work!

    I've read somewhere that Klang runs with 60FPS even with a lot of action taking place on the screen. Could you create a tutorial about optimizing performance (once you have time left)? That would help a LOT of people in the community, including me.

  • Bump. Major issue.

  • Hi,

    I'm unsure if I did something wrong or it's a bug.

    Whenever I work on a project and C2 saves it as an autosafe file and a backup file, my progress somehow is saved as a backup file with the ending .capx.capx. . The original file I was working on stays unchanged.

    This is extremely annoying, because I always have to safe the .capx.capx file as another project and delete the old project in order to keep on working on this. This keeps happening again and again.

    I guess the cause was that I opened C2 twice by accident and then there suddenly was a .capx file and a .capx.capx file.

    How do I keep C2 from doing this? This is SO annoying and potentially dangerous, it could destroy my project if I'm uncautious.

  • I use local static variables to keep the code short and efficient. When I want to restart a layout so that the player can replay the game exactly as it was, there is no option to reset local static variables, only glocal variables.

    No, I don't want to convert every local variable into a global one.

    How do I rest local static variables?

  • Thanks for the advice! I'll try using cluster particles and compressing the sprites with PNG Quant before usage.

    Evaluating whether that works might take some time as I'll have to try different devices.

  • Hi there,

    I know how to handle C2 and create rain effects using bullet behaviour or particles.

    Both ways decrease the FPS significantly. This is a problem as I am developing for smartphones which have even less computing power than PCs.

    So the question is: How do I create a rain effect with the lowest impact on performance?

  • I used RPG maker many years ago. You should really work on your mapping skills for interiors. The rooms are way to big.

    There are lots of good tutorials in the RPG maker forums. Look at this one, scroll down and click on one of the spoilers to see the interior: http://www.rpg-studio.org/forum/index.php?page=Thread&threadID=40957

    The graphics you use should be protected by copyright. Just saying.

    Besides that - nice dialogues!

  • Ah, I see. I was searching under 'System', not under the object itself.

    Alright, Problem solved.

  • 1. Tried the idea with the containers. Sadly, you can't put a sprite family and a sprite in a container. As the physics engine in my game interacts with the drag'n drop behaviour, I have to work with families. Besides that, I'd still have to pin and repin the objects in the container... or maybe I'm not getting your point about using a container?

    2. Tried the idea of picking nearest objects to touch position and set them to touch position. Works! Now there's only one minor problem left:

    How do I pick the nearest object to a point? Can't use min() in that case.

  • Cool game, congratulations! I wonder how you promoted your game?