inkBot's Forum Posts

  • First things first, I assume that you are young and this is your first game (or one of your first)?

    I played to Phase 16. You have some good ideas going. Switching characters to alter the level slightly is a nice idea, though you only used it once in 16 levels, and the ride on the big bug where you had to constantly go from island to island to keep afloat (I'm guessing it was water) made a nice break from the, honestly, monotone gameplay.

    Now there are a lot of things you need to improve on to make your game more compelling.

    Your graphics consist almost solely of solid shapes with maybe a little texture in them. This becomes really confusing after a while, since the colors alone does not tell the player how the character will interact with say the big greenish yellow cloud in the level with the guy with the flamethrower. I thought it was a noxious cloud and stayed away from it at first. You might know what color in what level does what, but no-one else does until they've tried touching it.

    Your characters also need improvement. Take a look at some anatomy tutorials, and if you're going to go the pixel route you should take a look at some spriting tutorials. There is a thread here on the forums with links to some of them, including "So you want to be a Pixel Artist?", by Tsugomori, one of the best ones you can find on the net.

    Sprite tutorial forum thread

    So you want to be a Pixel Artist?

    Also, pick one perspective and stick with it. Changing between side and top perspective is just confusing.

    Your music needs a lot of work. What you have now is mostly disjointed notes and sounds on a loop.

    I'd suggest sitting down with some music and listening to it over and over, each time focusing on a different aspect and how it plays out with the whole. Musagi is a free program which have a function that tells you when your notes dissonate with each other. I doesn't help you with constructing melodies, and more advanced composers can make dissonated notes work for them, but for a beginner it's a good tool to start with. You also get some aweosome NES style instruments that come with it.

    http://www.drpetter.se/project_musagi.html

    Your gameplay pretty much consist of walking around very large areas and touching a star to go to the next level. Not very exciting. First, you could reduce your levels sizes by half. Since there's not much going on in your levels you don't actually need the space, it only makes the player bored when there's a huge stretch of land to cover and nothing more/else to do.

    As a player, I don't understand why I can't keep certain things when I move to a new area. Take for example the shoes with makes you go faster. You give them to your player in a level and when he moves to the next one, he loses them, for apparently no reason. If you're going to take stuff away, at least explain why.

    In short, you need to tighten up your gameplay to keep your player interested. Add in some way to combat the enemies. I did get a bow eventually, but it was pointless to use it. It only slowed the enemies down slightly and I think I ran out of arrows, even though there was no arrow counter.

    Also give the enemies something more to do than just bouncing around the same pattern. Have them roam around a little on their own and when they spot the player, have them charge at him. And give the player a health bar. In a slowpaced game like this, instant death easily becomes frustrating. There are a great number of ways to do simple, but effective, AI. A good place to start is the Ghost Shooter tutorial. It's very basic AI but after doing the tutorial you can easily experiment with it and do more inventive stuff with it.

    Just continue making games and try to improve =)

    A lot of your complaints were design choices that were done intentionally...

    To be perfectly honest, you need to drop that mentality if you want to improve. No matter how much of a design choice it is, if a player tells you he had a problem with a part of your game and consider it a problem, chances are it's an actual problem. And from what he wrote, I'd agree with him. That is why game studios play-test their games, because it's easy to get to get blind and not see issues that others see, just because you're used to seeing/doing it.

    I thought the white guy looked like a bunny

  • As one of the 'new guys' here (I don't even have 20 posts) I can say that to me, this is a welcoming forum. I haven't seen that many arguments here, and those I have seen, like the recent thread of dread, are still pretty low on the flamewar scale.

    There will always be people coming in with little to no experience or misconceptions about certain things. If they're wrong, or you don't agree with them, tell them so in a calm and civil manner. They will either see your point (whether they agree or not), or flip out.

    If both parties flip out, it's no longer a discussion, it's a debate. And in a non-scientific debate (i.e. not trying to prove or disprove a scientific theory, but rather trying to impose your own ideas and values onto someone else) no one wins.

  • It just occurred to me that I have yet to show my face, so here's me:

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/the_ink.jpg">

  • I haven't made anything with it yet, but when I do I'll definitely have a Construct splash screen (but players will be able to skip all splashscreens of course). To me it just seems fair, since it's open-source.

    I actually did a splash screen test (but with my inkBot logo) where I had the logo fade in and out with increasing/decreasing waves, depending on the opacity (100% = no waves). Looked quite neat. There's alot of fun stuff you can do with just a still image and Constructs behaviours to make a decent splash screen, so a .psd with the logo in layers could spawn some really cool Construct splash screens.

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  • Really cool. I'm saving this for later use, if I ever do a 2P game.

  • A lot of great changes here. Nice!

    Although 3D Box still renders wrong for me, some textures not rendering at all (mostly the front, but different ones if you muck about with pitch, roll and yaw). I'm not sure if it was supposed to be fixed this build or not, but thought I'd mention it anyhow.

    Ignore that, it's just me being stupid and not checking the tracker (and the program) properly, (didn't check "3D Layering" in layer properties.)

    Now to go try out xaudio timescaling.

  • Have been testing Musagi today. So far I've got this.

    http://www.box.net/shared/vf5g3hr95b

    It's a pretty great program, some features are very handy. Like the ability to save piano roll patterns. It's great if you're working on a game soundtrack and have a recurring theme.

  • I run Vista 64-bit on my desktop pc and Vista 32-bit on the lappy. My Windows 7 discs will probably arrive sometime after Christmas.

  • Pretty cool. Sure beats wrestling with Orangator

    I checked out his other stuff and found that he's made a music editor/synthesizer, Musagi, aimed at replicating chip sounds. I love this! So gonna use it!

    http://www.drpetter.se/project_musagi.html

  • First, this looks great. I'm usually not really into cutout/paperdoll-types of animations, but you've got some good seams and most of your pieces blend together nicely.

    There are two things I've run into while testing you demo. If you run backwards (aiming in the direction opposite of where you're moving) and roll, the animation for the roll doesn't flip and it looks a bit weird. It probably has to do with mouse position, and adding a backwards roll might be something to consider.

    The other thing I found is more of a bug. If you do a roll down into a pit and hit the wall 'before' you land, you get stuck. The only way to get unstuck is to spawn an exploding bug to "help" you get unstuck.

    I don't really agree with the key placement argument as I don't have a problem with the layout, although double-tap would probably work better than Ctrl for rolling.

    Imho, Up (or in this case W) should never be used for jumping unless you are making a fighting game. But seeing as you were gonna use it for climbing you've got that part covered already

    Keep on truckin'!

  • Had some time to spare today and decided to redo my player sprite (which I use as an avatar) for the game I'll eventually make in Construct. It's still a wip (especially the hat) but I think I got it down to a more comfortable size and posture. The original would have been a pain to animate.

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/chuck.png">

    There probably won't be any actual in-game footage for quite a while since I'm going to do the graphics first and when it's done I'll go over to coding, although exceptions would be trying out effects and such. For instance I played around with particles and the flame effect to create purple smoke.

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/smk_test.png">

    Edit: Small update on the sprite.

    Added a band on the hat to increase its Fedora-factor. And started on an idle animation. Only the upper body is animated right now though, there'll probably be some swaying in the legs as well later on.

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/chuck_idle.gif">

  • So this is my first test of working with Construct. When looking around I found the option to change the gravitys direction in the platform behaviour, I really wanted to try that out. So what I've done is use that to change the gravitys pull and implemented a crude double jump.

    Download

    http://www.box.net/shared/pechpfcvoh

    The sprite I have in there is not my own. I pulled a Megaman ZX:A sprite from the net, just to have something more visual than a box in there.

    I'm not 100% sure exactly how I'm going to use the gravity, but I will use it. I will also try to fine tune the way gravity alters your course when changing from say left to up. It feels a bit abrupt as it is now.

    Right now the character doesn't flip or rotate according to the gravity and I'll also try to make it so the controls make sense when the gravity is left or right so you move upwards by actually pressing up, instead of right.

    I've commented my events, mostly to get a feel for placing comments.

    I must say, now that I've actually tried doing something in Construct I really like it. Whatever little skepticism I had left has been pretty much obliterated. I'm looking forward to doing more stuff in it. I thought it'd take longer to get used to how you place events in it. Sub-events is something I also look forward to playing around with more.

  • Thought I'd post my specs to accompany my post in the introduction thread.

    Desktop PC

    Device name: ATI Radeon HD 4600 Series

    Pixel shader: 3

    Estimated VRAM: 2809 MB

    Motion blur: Yes

    Laptop

    Device Name: ATI Mobility Radeon HD 4570

    Pixel Shader: 3

    Estimated VRAM: 1769 MB

    Motion Blur: Yes

  • Hi,

    My name is Lukas. I'm a swedish student studying game design at Gotland University. Well more like studying Game Production right now as that's what the fourth year is about. I've also worked as a professional pixel artist, though not for long (stupid economy...) and have been doing pixel art seriously for as long as I've wanted to make games. Have been drawing and playing games since childhood, starting with Super Mario Bros at the age of two.

    I've been using Clickteam products since grade-school and recently found Construct again. I'd heard about it earlier on TDC but didn't pay much mind to it. I've been sitting with Construct for a little while now and so far I'd deem it superior to my previous weapon of choice, namely MMF2, although I haven't tried anything serious yet (currently working on a 3D game in Unity so not much time left for Construct) but so far, I like what I've seen. Every feature I use in MMF is present and even some new ones that MMF2 didn't have but I wanted (or it was there but didn't work).

    Well that's me, nice to meet yah.