GenkiGenga's Forum Posts

  • Nice suspense building track.

    LDC Studios Hmm I cant seem to tag you correctly. I couldn't help but think about your game while hearing this. You might be interested.

  • This is pretty epic. Would be great for a castlevania style or side-scrolling shooter game.

    You have a lot of good music on here. Do you have it uploaded anywhere else? A lot of the tracks didn't want to preview for me for some reason (about half of all of your listed tracks here). You seem to have a pretty big range, have you experimented much more with chiptunes? (Dropzone 1 was great!)

  • I was only planning on watching it for a minute or two but ended up watching the whole thing! The voice acting for the main character is top notch. The narrow field of vision reminds me a lot of the original resident evil.

    Are you planning on adding any kind of indicators that help guide the player through the level? For example a shine on the doorknob of the door or a flicker of light on the desk that catches your eye briefly to indicate that you can interact with it?

    By the end of the video I genuinely wanted to know what happened next, so in that respect I think you have done a great job so far.

  • Thanks Mega, more is on the way!

  • Ha I love the shadow and the subtle animation of the tank. It was fun, (this would also be a blast playing on a big screen with a few friends locally). Keep up the good work.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hey mepis,

    Looking good. Just gave it a quick try, the control scheme was alright (keyboard + mouse). I have to agree with Somebody through on the top down side scrolling. It would feel nicer if it was all side view.

  • Hey lolva,

    It is very cute, I think you have used all of your assets well. I was floating around 40 fps, I haven't published anything yet to the playstore so I don't know if that is standard but if you could improve the fps somehow it would definitely improve the overall experience.

    There is a couple of things that you could add that made the original mario feel more responsive. One of these is the speed run (perhaps you could adapt it to yours that after you have been walking in the same direction for a couple of seconds toby starts to speed up a little bit).

    The second is the jump, the original mario had a great feature where you could tap the jump button for a hop or alternatively hold the jump button down to get as high as possible. I think a lot of people also felt that flailing the controller into the air as you jumped helped also but I don't recommend you add that to yours

    All in all its looking very good.

  • Well done Aurel, the game looks really good and I hope you do well.

  • Thanks for the interest guys. Robotcentaur, there is a couple of single player elements that I would like to add once I am satisfied with the multiplayer experience. I'm thinking something along the lines of a challenge/light-story mode where you take your deck and play it across a few stages until you reach a boss.

  • Ah ok, glad to hear its better now. You can make sure your buttons are always where you want them by setting a new layer's parallax to 0, 0 - and then setting the X.Y positions of your buttons using the ViewportLeft( 0,0 LayerNumber) + pixel amount.

    Here is an example.

  • Hey g3nki, are you using point sampling in the configuration settings?

    It's hard to say what resolutions will be in 2 years but in general you want to use the lowest you can get away with graphically and then use the scale outer option to give you more space on the edges on wider screens.

  • Boulderdash! I used to love this game as a kid and your version is looking good. The only feedback I can give is that it's currently a little unclear how big the exploding radius is because of the splatter effect. Maybe the explosion animation should be a little smaller? I dont know.

    Keep it up.

  • I agree with you Tele, C2 having the ability to create multiplayer games is a massive selling point. It really should have its own section on the feature page! Its kind of a hidden feature the way it is now. I'm also curious if anything is planned for 2015.

    Sadly, it seems that not that many people are actually using it at the moment so I'm afraid it has slipped down the priority ladder.

    I would love some extensions to the signalling server to incorporate a kind of match-making system (that is if you cant already work around it somehow, I haven't checked).

  • Version 1.3!

    Fixed a couple of bugs with the creature auras (cards with an aura have an active effect when on the field, if the unit dies the effect is goes with it).

    Added 10 more cards for a third deck and a temporary selection menu so players are able to choose which one they want to play with when the game starts.

    It should now continue to work when either player minimises the browser for a short time (still ironing out a few kinks with though).

    Added some in-game tips to help players get with the flow of the game easier. Will add a toggle for this in a future update.

    Made a change so now if you select an enemy tile while its your turn the movement range for that unit shows up. Should make things easier when planning your own moves. Still more to do along these lines but it's a start.

  • Here it is working. I left a few notes where the problems were.

    I wish I could tell you exactly what is happening but I haven't experimented with real-time networking enough to explain it.