Inversion's Forum Posts

  • if you are new to development or have relatively low views (<50k) on your games, I really wouldn't bother putting ads in at all.

    If your game's only purpose is to make money, you should probably not be making games... there is a lot easier ways to make money...

  • shinkan

    Putting ads on a game that only has one star and 7k views is the opposite of a good idea...

  • Why the opposition to different tilemaps?

    I am guessing your mentality behind that is to avoid a mess in the editor?

    If so, make one tilemap who's only purpose is for editing, and how ever many tilemaps you need for your different tile types. Then on the start of the layout, loop through editor tilemap and use that to populate the secondary tilemaps.

    I am using this approach currently in a game that I am making.

    [attachment=0:3vrhhpyl][/attachment:3vrhhpyl]

    I have a static tilemap size that I am using, but if you need it to be dynamic, simply replace the the limits in the for loops to tilemap.width % [tilesize] and it should automatically cover the full tilemap.

  • a cheap and dirty way to do it would be to use an additional layout, one that is simply a black background and the tube would move from one side to the other, you could think of it as a transition layout

    • run into the tube.
    • transition out the first level
    • load the transition layout
    • transition finishes
    • load next level.

    I would use LiteTweento move the Pipe across the level

    As for the screen fading to black, I normally use a layer that has a black background and transparency turned off, then just set the opacity. Yet again, you can use LiteTween to do all the dirty work on this task as well.

    Hope that helps

  • Figured out one of the control screen bugs.

    [attachment=0:3w3oaz7b][/attachment:3w3oaz7b]

    If you would like me to clarify anything I mentioned, just give me a heads up. Keep up the good work.

  • Pretty good game, once you polish up the programming a bit it will be great.

    I did have one match where I started with negative junk. I am not sure if this is a design feature or a bug. I died while building something the round before, and I believe it probably had something to do with that.

    On one other instance, I had 37 junk, when I attempted to build it told me that I needed negative one junk. When attempted to build about 10 seconds later it worked. I might have been seeing things, but I am pretty sure that is what it said.

    A small grace-period when probes spawn would be nice. I had one spawn within about 30-40 pixels and took damage immediately.

    Wouldn't mind a bit of a glow on the probes at night as well. It was hard to locations of new probes when they spawned. I am so-so on this opinion, but at the very least you should weigh the options.

    A small health bar or notification for the turrets would be nice, it was hard to tell if they were damaged.

    Like most of the others said, tool-tips would go a very long way to improve the game-play.

    A few other thoughts in the form of pictures:

    [attachment=0:qci0csdy][/attachment:qci0csdy]

    [attachment=1:qci0csdy][/attachment:qci0csdy]

    [attachment=2:qci0csdy][/attachment:qci0csdy]

  • atomoso

    Cool cool, I'll redownload it after I get back from work.

  • You are right, graphics are not everything... but they do enhance the game greatly.

    I am not an good artist by any stretch of the imagination. I compensate by sticking to very simple but clean art.

    I would not focus on making money at all. It is pointless. Don't get me wrong, I do make money... but if you were to calculate it out into an hourly wage, I am pretty sure I would be making $3/hour.

  • It is cool seeing construct for uses other than just games.

    Good Job

  • Not sure if I am an idiot or if it is just not working for me, but I can't manage to build anything.

    • I gather supplies.
    • I press 1 or 2
    • nothing happens

    I tried to do it in a variety of places and also tried with a 360 controller. Not sure.

  • regisRquoi

    I used one tile map to create the terrain layout in the editor. I then use nested for loops to create 2 different tile maps, one is the white and one is the black. Only one of these tile maps is enabled at a time. So while one is solid the other is not, and when you swap sides, it reverses.

    the saws are just a sprite that has a light and dark side, the rotation is all in the animation.

    Saw Sprite Sheet

    [attachment=1:vkdnfvb7][/attachment:vkdnfvb7]

    It is actually pretty simple at it's core, just a lot of trickery to make it look complicated.

    [attachment=0:vkdnfvb7][/attachment:vkdnfvb7]

  • That is a pretty badass game.

    You better be putting it on steam, way to good looking for a browser game.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Finally going to get some free time to make some progress.

    • Started the day off by condensing some events and removing some unnecessary functions.
    • Cleared out the unused sprites.
    • Removed unused mechanics (Not everything ends up as fun as you thought it would on paper)

    Main Mechanic

    Moving Saws

  • Hey guys,

    This project has been slowly making progress. I don't get a lot of time to work on projects at the moment, but I squeeze in an hour or two every week.

    I am getting close to finishing. Most of the key systems are in-play and working well, some still need a bit of refinement though. Running into a bit of performance issues with some slower computers, so I am working to clean up the code and optimize where I can.

    Had a composer draft me some music for the game as well. I think he did a great job, but have a listen and tell me yourself:

    http://www.newgrounds.com/audio/listen/591454#

    Here are a few pictures of the current build:

    [attachment=0:5ras1k74]ContrastD3.png[/attachment:5ras1k74]

    [attachment=1:5ras1k74]ContrastD2.png[/attachment:5ras1k74]

    [attachment=2:5ras1k74]ContrastD1.png[/attachment:5ras1k74]

  • Wisdoms The Black and white is actually done with the sprites. There is a way with construct 2 to do it dynamically but in this case it would take more time than it is worth.

    A0Nasser I didn't when I first named it, but found out soon after.