facecrime's Forum Posts

  • Nice, quite original, visually.

    Personally not the greatest fan of that font, but that's just me.

    Can't wait to see more of your stuff

  • smart thing to do, managable project, working formula

    will try to give it a spin, later

  • Straight forward, nice one.

    (found the buzzing sound a tad annoying , got something more enjoyable for the ear?)

  • Nice, an idle game in the vain of cookie clicker, clicker heroes and the like.

    It's a fun genre to explore and I like your genocidal theme. Graphics also look nice and clean, music is well done, too. Could use some more crazy perhaps, assuming that your take is as humorous as I hope

    It lacks quite some in the signs & feedback field though. Only a healthbar moves when I first interact with the game (not a fancy one either). Takes a second to make that out, in fact.

    And progress through my upgrades is slow. If those upgrades even do anything at all, not sure, just assuming I understood what was going on.

    Clicker Heroes is actually a good example in terms of juicy feedback (among others): character hit animations, particle hits effect and palpable progress on the enemy health. Actually, why such a modest healthbar? It's your main feedback device, pump it up!

    And I feel there's a lot I'm not getting yet:

    Why do switch planets at all? And are they changing size upon switching back and forth? Not sure, cos there's not much to recognize them from, names and visuals are somewhat faceless.

    Where do my 'troops' come into play? What am I 'creating'? What's the 'knowledge' doing? Can i depopulate the same planet over and over?

    Your metaphors might use some explaining if you don't want visualize them more explicitly (which I'd perfer).

    Guess I'm coming off a bit abrasive here, let me say that I like what you're out for. This can be good, keep at it.

    Short version: needs more responsiveness, I guess.

  • Great style and execution! Good luck with Steam also.

    Would personally challenge a few of the design decisions, such the (keyboard) button mapping or the health-for-morphing concept (is the limit on morphing really necessary? Especially in tutorial it feels odd to morph wrongly and have to return to the checkpoint for health)

    Only played some of the tutorial I have to admit, perhaps those things are justified later.

    Either way, looks good, controls feel good (when used correctly), level design seems to make sense.

    Congrats, cool project,

  • Looking great, purely going by the images on the store. (No android device here)

    The menu graphics on the other side ... drags the quality of the whole thing down a mile, imho

  • Great job! Lots of effort there.

    Grafics are pretty decent, especially for a one man project. 6 months, amazing!

    And it's quite ambitious, crafting, tutorials, creature codex and all. Monetisation even, dude!

    Some opinions:

    Tutorial: less text please, reading slows down. (check for typos, too)

    Icons: not always super clear; e.g. item stat icon in shop, not sure I really understand all of them.

    Balance: Fells quite steep, from M6 on I had a pretty hard time

    Mission background: Bit bland and unappealing. Bringing that to the punchiness of the other graphics would have great impact on perceived quality, considering how dominant that part is.

    Runs a bit slow in firefox on full screen btw. Perhaps a fixed resultion/window mode helps performance? Graphics might come out crisper that way, too

  • Hi,

    what's a shorter way to check if a gamepad stick is moved in any direction?

    I'm currently checking all axes individually for positive or negative input, using 4 separate conditions overall. It's just ugly, that's all.

    There's gotta be some expression, but I'm messing up the syntax..

    Can someone help out?

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  • Right, thanks. Also appears to be working now

  • Hi,

    I want to cycle through an object type, looking for a variable value in all the objects.

    And I want to trigger something if that variable value isn't found in any object.

    Is System>Pick Object where Object.Value=X, followed by an Else working here?

    Not sure about the results I'm getting...

  • looks promising, fairly deep combat, graphics that are there yet look cool enough, fun 80s flair.

    somewhat early to critize at this stage perhaps, but imho the stiff idle pose (and some other animations) make her less fun and fluid to watch than it could be.

    all in all good stuff tho, keep going

  • um, re-reading your reply I'm guessing I ought to add a variable that i interpolate from and then update the cam position. I might we strating the lerp from 400,300 over and over with what i'm doing

  • Good call, thx.

    I'm getting a jittery cam shaking when doing this:

    [attachment=0:t43l71yz][/attachment:t43l71yz]

    Can you tell me what I'm doing wrong here?

  • Hi,

    does C2 offer a convenient way to actually smoothly scroll to a different camera position? when using the system action 'scroll to object' or the scroll behaviour the camera in fact jumps to the new position upon triggering, but I'd need the camera to smoothly move from it's original position to the new target postion.

    Anyone got a good idea to avoid having to write some complicated expressions?

  • Right, here you go. Had issues getting gamma to work, no idea what parameter settings I need.

    Instead I used the AdjustHSL-effect and ramped that up from a default value of 100

    [attachment=0:126ffluv][/attachment:126ffluv]

    Not sure I'm completely satisfied the way the colors shift to white, but it's working at least

    It seems the effect has issues with areas where alpha is at full opacity or tranparency.