FredFors's Forum Posts

  • Hey! I'm tweaking some controls and mechanics in a game im creating, but thought i'd might need to declare the main input controls first. As of now, i use only the arrows.

    The mechanics that are present are:

    • Jump
    • Walk right/left
    • Wall jump
    • Floor slide
    • Wall slide

    What would you preferr the controls to be? I know many would like space for jumping, or even wasd for movement.

    I would also like your input on walljumping. Jump, then hold the direction of the opposite wall? Or simply press left/right to automatically jump to the opposite wall?

    You can try a somewhat outdated demo of the project i'm talking about here:

    DEMO

    I greatly appreciate any feedback, as it would help me out alot!

  • I think thats a long shot, but what can be done is to make a brilliant demo, and use it to pitch your concept to for example Microsoft. If they're interested you can recruit some people and port it to the appropriate platform.

    I mean, games with quality like super meat boy is very possible to create with C2, given you have an extraordinary art direction, and solid gameplay.

  • Thanks for the feedback :) I'll keep ya posted with the prototype im doing!

  • Hey! I'm currently working on a little prototype involving alot of sound. Actually, the whole game is driven by sound; the mood, the setting - even the gameplay itself.

    Currently i've managed to achieve some pretty nifty things using dynamic triggers and trigger zones, and manipulating volume etc. But thats not what this thread is about.

    What i'm really after is you're experience with sound in Construct 2. I know many browsers dont support it yet, chrome is the way to go for now it seems. But is there any other pitfalls or complications that may occur that i should be aware of?

    For example, will it be too heavy to play several sounds at the same time? How "safe" is preloading sounds? If i preload most of the crucial sounds early, will they play when they are supposed to?

    Please share your experience with sounds in Construct 2. Any feedback might be helpful!

  • Thanks! :)

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  • Thanks for the feedback, i appreciate constructive, detailed feedback!

    I'm aware of the controls issues, but havent really looked into it yet. I've been very busy these days, but i really look forward to start tweaking the controls for this concept. The present level design isnt optimal at all, and the hazards were really just a "slap-on" close to the deadline - not a good idea it seems! I will add a huge amount of levels, with proper pacing/difficulty, spot-on controls, as well as some simplistic narrative.

    I'll be back with more updates as time goes by, as i most likely will need others to test it as well :)

    Again, thanks for the kind words!

  • Thanks for the feedback!

    For animations i used Photoshop, frame per frame (its only 5 frames). Reason why its rather nice now (compared to other stuff i've done) is that i borrowed an animation book from the work - The animators survival kit, and had kind of a crash course in animationt his weekend :)

    On a related topic, i'm pleased with the run animations, but the jump and wall animations i'm gonna redo it :)

  • Hi guys!

    I finished my first LD!

    And I hope you enjoy it.

    My work here - http://www.ludumdare.com/compo/2012/04/22/microchip-finished/

    That looks awesome! Loving the art style, as well as the gameplay :)

    I finished my submission too, my very first LD!

    scirra.com/forum/lost-oxide-ludum-dare-48-hour-compo_topic51398.html

    Click to view my entry

    Click to see my post over in the creations section!

  • I like it! Only thing i'd like to point out, is that the bad guys should perhaps be more recognizeable? Other than that, looks and feels nice :)

    Check out my LD23 submission if you'd like. Its the 48 hour solo one.

  • Thanks for the feedback, glad you liked it! How did you feel about the controls? I intend to work more on this concept, but i'm not totally satisfied with the feel of the controls..

  • *Original post*

    Hey! Thought i'd share my creation for the Ludum Dare competition!

    In short, its all about creating a game from scratch in 48 hours. I spent around 20 hours of development, and the rest on socializing/sleeping.

    I definitely should have slept less! Alot of introductional features didnt get in, as well as some polish. For example, notice when holding bubbles that its just floating on the player!

    (Ludum Dare version)

    *Update*

    I've now done a complete overhaul of the game, in relation to a national game development contest.

    Changes from Ludum Dare version:

    • Updated art, polished art
    • Updated control system
    • Added/redid most animations
    • Added a menu/GUI system
    • And much, much more.

    Check out the new version HERE.!

    For comparison, you can view the old video (link further up in this post).

  • Thanks for the kind words :) I've done some updates now, but it still remains to add some enemies, tweak the space part, and redo the cutscenes!

    Stay tuned :)

  • Thanks, happy to hear it :)

    I've done quite a few updates now. Fixed the crash bugs (i hope), but got a longer startup load in return - a fair trade i'd say!

    Check it out! The art has gone through a tiny little overhaul.

    Its the same link, but do note, that if you have tested it before and tries the same link, it might use the old data (which is saved on your computer). Try it in another browser, or delete the data :)

  • Ahh, you are not alone! I've done some very cheap stuff when it comes to art assets in the 2nd level..

    The sprites are incredibly big, even though most of it is transparent. This results in a big loading time from level 1 to 2. I will update it, so that it runs smooth on every pc, as well as adding some variation and polishing the art :)

    Oh and yeah, tested yours some time ago. Lookin' good :)

  • Glad you liked it! Yeah, spaceship controls may be a lil' frustrating :)