EmperorIng360's Forum Posts

  • I have experience in music and sound design for retro-styled games, and might be interested.

    Do you have an idea as far as release goes? Or a general ball-park of how far long in development you are?

    What type of music were you envisioning for this project? Retro, or something like upbeat electronic? I can cover a variety of styles. While you say this is your first project, do you have an idea of how you would be able to budget for assets like art and music? I have a link to my soundcloud in my signature, but I would like to hear some more information!

  • I REFUSE TO ACCEPT THIS. They shant remove construct Classic, it's far better than c2.

    I think it's a little sad that CC is buried within the Scirra site. While it makes sense from a business perspective, it rapidly shrinks the pool of knowledgeable CC users. Who aren't really a priority to begin with!

  • My experiences with Construct Classic weren't very good. I don't get why so many people prefer it over Construct 2? The web is becoming the future platform for everything. Once HTML 5 is accepted as the new web standard, it will probably take over everything - including gaming.

    Back in the 80s, people thought that PCs would make consoles obsolete, too. Platform never really means much in the grand scheme of things. Games do.

  • Well, tulamide, Verve! is still a go-to for advanced Construct Classic features that I like to consult (and am still learning from!). So I definitely gotta thank you for that and all past help.

  • Ah, thank you!

    I would not have guessed that random(4) would 'accidently' return a 0 and possibly muck things up - thanks for catching that.

    Using the "For Each Robot" system command for the firing event, I was able to put together a working system:

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Problems/Problem_solved.png" border="0" />

    EDIT: picture is slightly erroneous - I did put the firing event above the subtraction event, but pressed print-screen before... Either way, it still works!

    I will keep the "For Each Object" pointer in mind for future reference.

    Again, your help is greatly appreciated. Thanks!

  • dl.dropbox.com/u/29072735/labgame.cap

    controls -

    x - jump

    c - shoot (when gun obtained)

    When you reach the "Pod", the robots are supposed to become "angry", firing after a set amount of time. The bullets are supposed to go to the left if the player is to the left, and right if the player is to the right.

    However, when the pod is reached, sometimes this happens:

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Problems/problem.png" border="0" />

    And sometimes, it works fine, and other times, the robots do not fire at all!

    the events for this is defined in the event sheet "Robots"

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Problems/problem2-1.png" border="0" />

    This problem has been puzzling me for quite some time, and I would greatly appreciate any advice in the matter.

  • You could always pick a random bomb to have the special "lit" designation.

  • A) Making a game I would want to play and enjoy

    B) money

    To quote Ash from Alien, "All other priorities ascendant"

  • Often there's not much to market.

  • Can't you name a control "Crouch" and then have the command

    Control "Crouch" is down

    Set character animation to 'crouch'

    ?

  • Well, as far as I know, the biggest things made with Construct [Classic] were the Iconoclasts demo, and the Minitroid demo.

    ...Which were both demos.

    It's understandable that it doesn't have as much exposure at this point.

  • Planning, then testing.

    Followed by more planning, and retesting.

    I've played enough indie games by developers who decided to just sort of throw things together, and it's not fun in the least. Bloated levels, levels with nonsensical progression, levels that are obviously debug test-room levels, etc. etc. They're all sh*t.

    Start making the best, hardest stage you can think of, and start building levels around that.

    Level design without the "design" is just pointless.

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  • Since Kickstarter has grown like a bubble, it's natural that many of its projects are liable to burst.

  • In my experience it's always best to go in with a contract. Saying what the work is, what the agreed rate is (don't be afraid of selling yourself too highly), and that both sides agree to own up. If any complications occur, what part of the contract is still binding, etc.

    Sign it, scan it, send it over, get a double-signed copy. Boom, you have a working contract.