crowtongue's Forum Posts

  • Ok so here is my full opinion.

    If anything sounds a little harsh it's not meant to at all, I think your game is great.

    Particularly I like the animation and all of the layers in the graphics and the idea.

    Graphically I feel like some of the effects clash a bit with the style. Mainly the fire power and the waterfall effect. They jump out in a way that makes them feel a bit corny. I'm not sure how I would get them to mesh better, but for example the cloud effect on the mountains in the background is an example of an effect that meshes well. I think if it works well you barely notice it's there.

    I'm running the game on a laptop with an intel i5 processor at 2.3 ghz and with 8 gb of ram. I played the lowest setting and didn't notice too many performance issues, there was a spot where 2 spiders were on the screen and one of the elks and it got a bit choppy, and seemed to stay that way for a while after. Not consistently choppy though, just sporadic jerks here and there.

    Control wise, I don't have any problem with using WASD, but I feel like I would use the arrow keys for movements, and WASD for the magic powers instead. For most people I think their right hand is their dominant hand, so it would probably make more sense to have that one in control of the movement.

    I might speed the wolf up a little bit, but leave the jumps a little slower like they are, just to give it a good flow.

    I found the branches a bit frustrating. I feel like I would change it so the branches on the same tree that are parallel you can run straight across, but you can't stop in the middle. That would make it feel a bit more fluid and more fun to jump around from place to place.

    I think the spiders work alright as an enemy but would figure out something for them to do instead of just waiting for you at the edge of their platform.

    All in all I find this pretty inspiring, I'm glad to get to play an early version of it, and want to encourage you to keep working on it!

  • Just wanted to make a preliminary post about this, I'd like to take a little more time and give you as much feedback as possible.

    I just have to say that these graphics are beautiful, I love the concept, and this is very impressive.

    Good work to the both of you!

  • So here's a list that I pretty much refer to all the time, it has some examples in the HUD section that I think can give you a good idea of the different things people do.

    Construct Tutorials List

    Here are a couple favourites:

    This is a very simple but effective menu screen:

    http://69.24.73.172/scirra/forum/viewtopic.php?f=8&t=2178

    And here is a tutorial:

    http://69.24.73.172/scirra/forum/viewtopic.php?f=8&t=9465

    Hope these help :)

  • So here is where I'm at with this.

    <img src="https://dl.dropbox.com/u/69407974/destroy%20object.jpg" border="0" />

    This just deleted everything, so I added in inverted "Object is on screen" conditions.

    Now it deletes all the squares I want it to. Yay!

    The trouble now is creating them again as I move. This is where I'm currently stuck.

  • Well seems like I got the minimap to work decently. I just have to see if I can get it to function based on the contents of my array instead of objects on the screen. This way when I delete objects not on the screen it won't just clear the minimap.

    I worked out my own little "field of view" system and made another .cap just to play around with the contents of arrays and learn ways to manipulate them. Here's to hoping this all works!

  • Using the minimap object I did it like this:

    PlayerSprite is visible > Minimap: Clear Terrain

                              Minimap: Set Terrain to PlayerSprite scale 2

    If you don't like the minimap object then try looking at this tutorial:

    http://69.24.73.172/scirra/forum/viewtopic.php?f=8&t=5867

    Basically use lerp to position a tiny version of your sprite over a canvas. I might use a mixture of the two techniques if I can even get the minimap object to work properly. For some reason it won't work with boxes, it keeps putting them in the map as white squares.

  • I thought it was good for what it did. It didn't touch on game development as much as I would have liked, but I think that would have made it pretty inaccessible to a lot of people.

    I also kind of found the Braid guy detracted from the movie for me. The other game developers all had a story arc, and this guys game had already been released, he seemed like kind of an asshole, and some of the stuff he was saying just seemed really pretentious. I would have hoped for a more intimate movie about indie games wouldn't give me that impression at all.

    Other than that I thought it was really quite entertaining. Would recommend it.

  • I think the sticker book idea is an excellent idea. While I think turning an enemy into a donut or other things are also workable ideas they also seem to be a cop-out in a way. Shooting something is still violent whether or not you make it look violent.

    I would suggest a combination of using Tokinsom's idea of treating enemies as obstacles and also maybe taking it a step further by presenting the player with an area that has a lot of enemies and rewarding them for finding a different way around them instead.

  • So making a tile based map editor seems to be a pretty great way to learn more about Construct. For the most part there are a lot of tutorials that do a great job of showing the ropes.

    I have one pressing current issue that I have no idea to solve, and one issue I know is going to come up which I want to know if I'm headed the right direction before I start working on it and how to get started.

    So I have a minimap. It shows my sprites position on the map just fine. I have it so you can click a different spot on the map and it will take you to that spot so you can work on a different part of the map. The part I have been working on now is having the different tiles being represented in the minimap. I expect this to cause some slowdown eventually considering I'm creating objects for each tile and at 256 * 256 of these objects if you filled the map this would be 60,000 objects on the screen at once. Even if I turned the minimap into a proper array I imagine this would still cause me problems. Is there any way to do this?

    Also I notice that it slows down after I have about 20 tiles on the minimap. I think this might be because my main layer scrolls, and the minimap is on a seperate non-scrolling layer but I'm not sure.

    The second issue I know I am going to face is that since the map can be set to any size, if I create something as big as 500 X 500 tiles wide (I'm using 32 x 32 size tiles) I will need to come up with a system to destroy offscreen objects. This is something I see referenced a lot when I search the forum, but I haven't found a definitive way to do it.

    My guess is that I use the same array that I use to populate the map with tiles, I give it a depth of 2, and I use the second layer to determine the location of my sprite and destroy anything that isn't within a certain amount of tiles around that point. Although I understand the concept of an array, I am unsure of EXACTLY how to do this. Is this the right way of doing this, and can anyone give me an idea of where to start or how to work with an array in this way?

    I think after I finish this map editor I would like to work on cleaning it up and properly commenting it so I can post it and it can help other people learn to do all of these things, as they seem pretty necessary if you want to make something on a larger scale.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • How did I not see this? I feel pretty stupid right now!

    Thanks R0J0hound

  • I like your spider sprite.

    I probably can't help because it makes sense to me what you've done! Do you think perhaps you have to give each spider some sort of unique identifier, like maybe set a private variable for the one that triggers the animation?

    It seems like as soon as one spider triggers that attack animation maybe it triggers it for all of them. The fact that the "For Each" event doesn't seem to help also kind of supports that.

  • I just wanted to mention that I've been having trouble opening some older projects in this version. These are ones that I've been finding on the forum and wanting to look at like this one: http://www.scirra.com/forum/array-a-pathfinding-for-a-turn-based-game_topic54260.html

    I keep getting a message "Failed to open application. This file was saved in a newer version of Construct and cannot be loaded by this version."

    Reinstalling the application doesn't work.

  • That seemed to be what was going on but I wasn't able to test that in an effective enough way to be sure.

    Anyways, that fix worked perfectly. Thank you for all of your help.

  • Seeing as you aren't using the Windows API for this, will GWEN objects work in fullscreen mode without being glitchy like the regular ones?

  • tulamide these are great. Modulus in particular I can think of a few uses for, and I would have never found out about that on my own. Eager to see what you put in here next!