Cryptwalker's Forum Posts

  • Eh...that only fixes the issue when running in Chrome, not NW.JS. I'm gonna roll back to r212.2 for now...

  • How do we remove the audio plugin?

  • I get this too.

  • Ok, thanks!

  • Quick question if anyone knows this, but does the Audio Play at Object or any of the positional sound functionality affects performance? Or is it the same as playing a regular sound?

  • It kept on freezing up on me, using Chrome.

  • Thats was fun

  • The problem with this method is it ruins the flow and timing. If an enemy/obstacle behaves a certain way or moves a specific speed, you expect them to always move in that way, which is fundamental to how you would react...

    Not really. This feature should only occur if the game senses that the user is taking way too many attempts to complete the current level. I threw in 5 as a sample number of times before the game will adjust that particular level to make it slightly easier. It might be even better to increase that number 10 or even 20. And of course this shouldn't be permanent either, just only for that particular instance.

  • Nice artwork, and i like the dashing! I always wondered how to get that working on C2.

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  • Lol, personally i think the bullet size can be bigger .

    For folks who aren't accustom to difficult games, perhaps you can subtlety lower the difficulty a bit without even letting the player know it too. For example after like the 5th retry or so (there will be plenty of this), and also depending on the level, you can slow down some of the moving obstacles, slow down the chasing enemies, increase drag slightly, gravitate bullets towards the target.....etc. But do it all behind the scenes so that a player isn't "forever stuck" on a certain level and will be more enticed to continue playing. This technique was actually done in Resident Evil 4 - not a lot folks know this though .

  • blackhornet, Borgi

    Both these solutions worked well, thanks!!!!

  • I hadn't thought of Hotline actually, and I think you're right there is some crossover there.

    Part of that crossover is the precision gameplay and the way the levels are set up. Most of the time you have to really think about how you would complete each one before dying several (a lot..) of times. A few times I was able to just wing it and got right through knowing full well that was a shot in dark and just got lucky. Otherwise, the game isn't very forgiving and thats *a good thing*. For me at least. But it encourages you to try again, which is an extremely good game design element i wish more games had. Thats part of the reason that made Hotline Miami so enjoyable.

    Matter of fact, i bet i could design some fancy levels for Brute too .

    [quote:1xqnaz6o]

    I still haven't tested controller, I think if I added it, I'd need to make specific levels for it, easier ones...

    Eh...i don't think you'd need to change the levels any for it. The game almost already kinda works with a gamepad setup already. For example, Left-Analog and/or Direction-Pad can control the directional rotation of the "ship" or "dude" or whatever that main character is. A-button will add velocity to move it forward, and X-button to shoot. That right where would already work.

    Also, I just had another idea in my head a second ago for the game and now i just forgot it....

  • Thanks, I was thinking about using an Array object to do this but was wondering for some workable expression . Will give it a go.

  • So say i have these numbers : 50, 100, 40, 0, 0, 20

    I want to use min(50, 100, 40, 0, 0, 20) to get the lowest number, but i don't want it to return any of the zero values. Thus the result should be 20.

    Any ideas how i would achieve this in C2? In normal coding this is quite easy but i'm drawing a blank in C2.

  • Just finished playing this game for about an hour. And...holy crap . I haven't been this frustrated since Hotline Miami....matter fact, the strategic precision of timing elements of this game does kinda remind me of Hotline Miami.

    I made it to the "5-second" level, which for the life of me I can't get down to shoot the yellow thing before the laser comes back on. But nonetheless, well done on this one! The minimalist art style works well with the clean aesthetics of the game. It was kinda like playing a modern Atari 2600 game, but like...much much cooler . I like the changing of the colors each time you restart a level (and i'm pretty sure i went through all the color rotations...), it keeps things different which is good for minimalist games like this. The surreal ambient sound felt good and fit well with the game too. However, i do think the sound could be just a tad higher. But thats just me.

    Gameplay wise, everything felt good and on point. It was easy to play, and someone once said that "simplicity is the ultimate sophistication". Especially when the game is polished welled. The mouse controls worked well, but i wouldn't mind seeing a gamepad control on it also. The level design was clever and each one does seem to ramp while introducing new gameplay elements. However, i would like to see the actual name of the level that I'm starting somewhere when the level loads so I can 1) know which level i'm am, and 2) what chaos I should be expecting to face within the next few seconds.

    Anyways, i really liked this game and look forward to more of it .