EmperorIng360's Forum Posts

  • Yeah but don't JPEGs get a lot of ugly ass artifacts in them over time?

  • ALPHA V1.0

    12/11/11

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Previews/SSAOLPreview2.jpg" border="0">

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Previews/SSAPreview2.jpg" border="0">

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Previews/SSAOLPreview1.jpg" border="0">

    <img src="http://i417.photobucket.com/albums/pp257/Emperor_Phoenix/Construct%20Previews/SSAPreview1.jpg" border="0">

    Tagline:

    Pierce the Enemy Ranks and weave through deadly Attacks with your LANCER starship!

    Description:

    Pilot the LANCER space-cargo transporter against the sinister otherworldly BELZAR ARMADA to reclaim the SUPPLIES humanity needs to SURVIVE THE ONSLAUGHT!

    *Features 5 intense levels! Four space missions, and a boss encounter!

    *Scaly Fiends from the depths of outerspace!

    *chiptune music that is not authentically chiptune!

    Controls:

    Arrow Keys: move

    ---

    Special thanks to the following people who've given me pointers and tips in the help forum for this project:

    -Tulamide

    -lucid

    -newt

    -deadeye

    -and many more

    ---

    TO-DO List:

    -Rehaul and re-design levels to make them tighter and more challenging

    -overhaul of enemy code to make movement less buggy

    -Fix text so that the Atari text shows up everywhere and not just in level transitions

    -Add in Intro and Ending cinematic slideshows (these are all ready completed; I just haven't put them in yet)

    -Make end of level screen more rewarding/exciting

    -Make GAME OVER screen less amateurish

    -Redo amateurish GFX / Music

    -Implement scoring system of some sort

    ***Find out how to implement timer, and array for storing score***

    ---

    The first Construct project I've made with a semblance of completion to it. Still a Loooooong ways off.

    This is something I've been working on-and-off again, at least I WAS last year. I haven't had the time or the know-how to work on it as of late (though dammit I've been trying ;; ).

    It was borne out of a desire to

    A) actually get something made in Construct Classic instead of a sh*tton of WIPs

    B) give a little homage to the Darius series, a series of shooter games that stole my heart :D

    There is still much to be done, and it might not be all that enjoyable, yet. But give some feedback if you'd like!

    I composed all the music myself, as well as the programmer art. I tried at least to make every single enemy distinct, and standing out from the background. Lots of primary/secondary and complimenting colors. I kind of like them, but I'd love to have more professional-looking sprites in the future.

    The game still has a lot to do in it - I consider it nothing more than a playable rough build, if at that. I really want to figure out how arrays work so I can implement a very simplistic timer and top-five (or three maybe) ranking system. Arrays have this way of eluding my understanding for years now.

    Enjoy!

  • Think you can post a screen-capture of your events? Because who knows what's going on based on your vague and/or ambiguous description?

  • Yes, just put the mp3 into Audacity, and Export to OGG.

    Audacity is free, but to run it you will also need to download a free LAME MP3 Encoder to run it effectively. Nothing that a google search can't solve.

  • You are not very good at reading my posts, because nothing you mentioned appears in my post. I will give you the opportunity to read again, though.

    "Man I'm so glad I can carry one dog at a time! You mean I have to go all the way to the end of the level at the warehouse, get the dog, and walk allllll the way back to jenka's house, so I can NOT get the key but still go alll the way back to the warehouse!?!? Man that is so FUN!"

    Also, slogging through that tedious, unskippable chatlog between Kazuma and Sue at the beginning is SUPER FUN after the sixth or so time. >.>

  • I think it's kind of odd that you can upgrade your speed (at least it seems so) but one slow-down powerup puts you all the way down.

    It is possible to get enough speed powerups and just say "to hell with it" and zip through the entire level.

    I would say:

    -work on item placement

    -work on enemy placement

    Make both a bit less random and more pattern-structured. Having random enemies just kind of makes it "ok I guess I'll just blast forward because I have just as much chance of running into an enemy anywhere else." It kind of takes out the suspense when I KNOW that an enemy will be anywhere, so a straight line is as good as any.

    Having "enemy formations" in a broad sense, and risk-reward item placements (speed up or fuel powerups in the way of a squad of enemies) makes it a challenge and forces the player to make gameplay choices that add to the experience (do I go the safe route but run the risk of hitting a slow-down? or do I risk death but get speed-up or some fuel?). Choices like these make a game fun.

  • I do understand that they wanna concentrate on the HTML 5 features first, and it's fine. But completely ruling out the EXE exporter is a bad idea.

    If people are scared of EXEs downloaded from the net, then they shouldn't be near a computer. Sooner or later, one way or another, you will end up with a virus. EXEs aren't the only way to infect a computer. It's quite simple, Don't play EXEs if you are scared of them. I do not plan on releasing games for the audience that scare away from EXEs. EXEs have been around for decades, if you dunno what you are doing with a computer, then sure, stick to web games, no big deal.

    This is a very good post and I would like to point that out.

    Ha ha, any game I make, would not be marketed towards an audience that's afraid of EXEs (eg, people like my sister who resort to macs because they know absolutely nothing about computers)! Definitely not the folks I'm interested in making games for!

    The first part is important: I'm all for Scirra going the HTML5 route if that's where they see the money; I'm all for them succeeding, and HTML5 is going to be a big market. At the same time, EXEs shouldn't just be swept under the rug, perceived as clunky or bothersome (especially for what I see is a kinda silly reason of "frightening security warnings")- EXE has its uses and advantages, of which I prefer over HTML5 (like this constant jerky motion I always get playing HTML5 games on browsers- I like smooth movement :D ).

    As I said, Ash and Scirra are perfectly justified in focusing development on the growing potentiality of HTML5. But that don't mean EXEs or EXE exporters are chopped liver.

  • Many people bring up Cave Story as the example of the ultimate indie game...

    It was made by one person, etc... And man, it SHOWS. Sand Zone is a friken TERRIBLE level, and getting all of those dogs is not fun in the slightest. The level design gets grating on multiple playthroughs, really hampering its enjoyment factor over time.

    Plus the arcane and obscure requirements to "save Curly" is not exactly an example of good branch-making... if that's the right term. So... the professor lives if I -don't- talk to him? How does that make sense? Nothing in the game alludes to the fact that you shouldn't talk to him- you have to be an asshole and just leave him to get the "good" ending. Or not leaving Curly to rest. Um, what? The book in the house says "let her rest" but she dies if you do. Nice job Pixel-san!

    I don't hate Cave Story, but people often forget the glaring flaws in the game (that will never be changed because of its status as the indie darling, ha ha).

    Braid is just boring as all hell, and its touted "story" is completely rubbish. Mr. Blow-hard is much more accurate. :p

    Iconoclasts is great, though. Hopefully one day it'll be finished.

    If you want some good indie/doujin game lovin', check out Crimzon Clover. Man that game is awesome.

    youtube.com/watch

    There's a free version (first three levels), but it's made by one guy and damn is it a fun game.

    Same thing with Kamui. Another great doujin shootemup.

    youtube.com/watch

    And it's free, if I recall correctly. Get it, and you won't regret it.

    I like an indie game that actually tries to challenge me. Or is just plain fun.

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  • I've heard rumors that a new release of CC will be released eventually, and that it IS being worked on.

  • Doom? An indie? Umm...huh? <img src="smileys/smiley3.gif" border="0" align="middle" />

    Yes. And for that matter Rise of the Triad, by Apogee, made with the Wolfenstein engine, is also a blast. And free if I recall correctly.

    iD still labels itself as an independent developer, so why not include them in the list of boring games like Knytt? Makes the competition kind of easy, lol, but hey why not? "Indie games" like Flower have dozens and dozens of people listed in their credits (a big fat lol) so a game made a small handful of programmers should count, right?

  • Thanks for the help. The example text on the first page threw me off. That and bbc for forum-posting has its tags in all-caps. : /

  • So does it take a while for BBCode to show up on the forum?

    Or is just me that the code is not working properly?

  • I believe there was also a commercial e-book published somewhere concerning how to use CC.. A shame there was never an "official" one, but I suppose since CC was a lot of patchwork a "comprehensive" manual about it would be far too much work for the Scirra team.

  • Doom.

  • You've made some pretty awesome contributions to C2, you know that? :D