GG-Works's Forum Posts

  • So does the money from kickstarter go to covering the costs of dev kits for game consoles, or paying publishing fees?

    Reason I'm asking is I'm starting to see more and more that Greenlight may not be the way to go for my finished project.

  • Ah thanks, I'll remember that in the future.

  • Hi gang, been super busy as of late. The game I've been working on for around a year is finally finished, and all I'm doing right now is working on promotional items.

    Here is a new trailer I've whipped up. It's a bit long, and don't forget to watch in HD.

    Baxter's Venture

    (isn't there a way to embed Youtube videos on here? Both embed codes don't seem to work.)

    Really loving Oglseby's music BTW.

  • So how does submitting your game work on Greenlight exactly, export your C2 game with Node Webkit and submit the Win 32 folder?

    Reason I'm asking is that "Baxter's Venture" is pretty much complete aside from one more bug test this weekend. All that's left is promotion and selling it.

  • This is a pleasant surprise, though I kinda wish they'd at least support Vista when the new IE comes out.

  • Hello!

    It's been a while, but I've been busy. Working on my game busy.

    Have plenty of new screenshots:

    <img src="http://3.bp.blogspot.com/-Yc8H264n9bY/Ucef0-KBqeI/AAAAAAAAAko/7bOlOm1ZruI/s320/Act4factory1.png" border="0" />

    <img src="http://1.bp.blogspot.com/-3p1N4s7DWig/Ucef1etHlCI/AAAAAAAAAks/FWC8rjctat0/s320/Act4factory2.png" border="0" />

    <img src="http://4.bp.blogspot.com/-Lduzwpd4KhE/Ucef2ZlTccI/AAAAAAAAAk4/S3xOmvt7Y2Q/s320/Act4factory3.png" border="0" />

    <img src="http://1.bp.blogspot.com/-F5tygCOSELg/Ucef2i0VUgI/AAAAAAAAAk8/iLVkkXfar8g/s320/Act4factory4.png" border="0" />

    <img src="http://1.bp.blogspot.com/-3wIVJq_GeLw/UZmKcIvRqvI/AAAAAAAAAkE/goAM7SAGps0/s320/act3enemy.jpg" border="0" />

    <img src="http://3.bp.blogspot.com/-OnCcn9-EvK8/UZmKcB8G8PI/AAAAAAAAAkI/8WNmwo_gWiM/s320/act3plant.jpg" border="0" />

    <img src="http://3.bp.blogspot.com/-ToyWCr2iF5k/UZmKcTV1VBI/AAAAAAAAAkM/j-LmYj0O8VU/s320/act3water.jpg" border="0" />

    So many things I've made with this engine, really proud of the water physics, and the lava levels with the background sweltering in heat thanks to Web GL. Act 4 is almost done, Act 5 and special short acts is all that's left minus some finishing touches.

    My concern is getting this game on Steam Greenlight. Maybe find a way to port this game to the 3DS/WiiU/PSN. (I wonder how Super Ubi Land is doing?) Having a heck of a time getting this game hyped, maybe I'm not trying hard enough. I suppose I need to make a couple more videos.

    Oh well, enjoy!

  • If memory serves me, most publishers are out of touch with gaming. So if an indie creates a new IP that's not "what the market demands" they'll get rejected?

    Sounds like a very bad idea.

  • Just finished the game, and I must say this game kept me glued the whole time, and congrats on the mention in indiegames.com!

    The story was what kept you on your feet, because you had to hear each character out. This type of formula would work well with mystery (Think: Clue) games where you deduce the suspect.

  • RandomFellow

    that's a lovely interface!

    tchem

    thanks! the way of yiji is also looking good!

    love the atmosphere and the ambient sounds

    and here's a screen of the garage,

    acting as a shop and equipment screen:

    <img src="http://i.imgur.com/amEyNqq.jpg" border="0" />

    Wow, nice quality interface!

  • Well, define large... because "Baxter" is at 82 MB right now, but the majority of that comes from the soundtrack, and another chunk of it from large PNG files. The entire soundtrack is embedded in the demo, but the PNGs really beefed it up. The final product should be a little over 100 MB.

    Baxter takes the level design from platforming with some puzzles added, and the overworld is something you see off of Angry Birds. 5 Acts (10-15 levels each), 4 special acts (with 3-4 super hard levels each) so you're looking at about 55+ levels for the completed product.

    C2 seems to handle it, but I have noticed that it takes longer to save progress and test it via browser now that I've gotten so far compared to just starting out.

  • [TUBE]http://www.youtube.com/watch?v=9j28SXa3vWY[/TUBE]

    Just something I'm messing with, a weird 2 player fighting game.

    This looks cool, has potential.

  • if for some odd reason I can't post youtube iframes:

    Subscribe to Construct videos now

    A combination of hours spent working on Microsoft Expression Encoder 4, a Video editor, and Windows Movie Maker to put this together.

    This is as high quality as I can get without getting a solid capture card since I can't afford one at this point. (A good one)

  • Update on the demo. As this will be my final revision so I can move on to completing the game... some gameplay mechanics and graphics have changed.

    Demo V3

    For starters, new title screen:

    <img src="http://clay.io/games/baxterdemo/claymedia/1044.jpg" border="0">

    And some additional screenshots:

    <img src="http://clay.io/games/baxterdemo/claymedia/998.png" border="0">

    <img src="http://clay.io/games/baxterdemo/claymedia/999.png" border="0">

    <img src="http://clay.io/games/baxterdemo/claymedia/1001.png" border="0">

    You'll also notice few levels have changed, as I've added the switch family and some wind machines that only work when you glide on them.

    I'm also proud that I've figured out how to apply mock physics to the platformer! A couple levels have what I've dubbed "Weight Cube" you can push, bounce, or "trick jump" (Might remove it on final).

    I think for those using IE or Safari I'll upload a straight EXE demo so you can at least hear the audio.

  • Hello everyone.

    I met construct 2 last week. Before that I was working with XNA, at avery amateur level but I was able to bring together a shot'em up. But MS gave up on XNA and I was searching on where to move next. When I first found construct 2 I quickly thought: "oh another useless 2d engine" but I was so very wrong. I must congragulate the fine people who brought it together.

    So now I have a handy tool that can make me go some ways into making a real game, which can be played by people. When your dreams come closer into your range of sight, you come into that dilemma. What kind of game to make?

    I always had this idea in my mind. It is complex, against the new trends, can easily become a disaster. But it was my dream for a long time. However now I have the tool that can make it a bestseller if I "dumb it down" so to say, change it fundamentally that it is no longer my dream but something people on average would like.

    Now I quickly found the answer to this question, I decided to stick to my ways, no matter what. But if there are other people out there that is having the same dilemma, I think this may be worth reading:

    Your game requires the heart of a human sacrifice:

    http://100experiencepoints.com/the-heart-of-a-human/

    Best Regards;

    Starting just tinkering around with XNA before Microsoft abandoned it too. Barely made a basic platformer before I became too overwhelmed and disillusioned by how impossible to release a game on Microsoft's platform... plus most gamers ignore the indie section (This is before and after Microsoft "hiding" the indie section during their last revamp.

    I think SC2 will allow you to reach a wider variety of people anyway.

    You have to find the fine line in what you are going to make. Consider the players like customers, think about what THEY would like to play, and will you enjoy working on the project.

    Be VERY careful not to make your project too ambitious. It may sound simple on paper, but sometimes simple ideas become complicated if the game engine won't allow it. Get comfortable with Construct before you work on your game. Design a simple game concept and grow on it.

    A simple platformer game can evolve into a puzzle/action title

    8 way direction you could make a top down shooter or a light RPG

    Play with the Physics if you're ready, learn the strengths and limitations of the game engine too before crafting out your idea. I've learned the hard way that Platform and Physics behaviors don't mesh well (Unless I missed an update).

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  • SC2 is really worth investing time into. I've tried my hand at programming in Flash, C#, and Java, but my memory isn't too sharp at coding.

    I've been screwing around with some other ideas with the Platformer setup making some mock physic objects.