jbr190's Forum Posts

  • Sorry to bump this thread, but all the links are dead.

    I recently started working with an old version of this template I had on file saved ages ago. The one I'm using has none of the battle updates posted in this thread.

    Does anyone happen to have this capx on file?

    I'd be happy to host it for others so we can learn from it.

    Here's the old version for others since there isn't a current link anywhere:

    https://www.dropbox.com/s/nlctzu9qdkjta ... .capx?dl=1

  • Hello

    Do you have any updates or a release for this?

    Great work, I'm curious on how it turned out

  • I need this in my life, right now!! Perhaps you can release on the Scirra store to fund more updates?!? I will be an early adopter.

    I haven't looked too hard but none of the top down tutorials really fit 16x16 or uniform format. They are either grid-based (locked/not smooth) movement or some top down super shooter.

    I'm open to ANY suggestions on how to get started on my Zelda-like.

    ABSOLUTELY INCREDIBLE WORK

  • Hey jbr190

    Character animation sprite actually 16x16 but animation frames don't fill all the area always. There's a transparent space for at least 1 pixel at up-left-right (in some frames more).

    I don't want to fill all 16x16 space in character sprite because it would look uglier. But sprite is still 16x16 computer counts transparent area so it's power of two if this is your concern.

    There should not be a frame that 12x18 if I remember correctly.

    Sorry, I wasn't trying to mislead anyone. All of the sprites are 16x16. Perhaps my question was more suitable to a private message instead of your public sales topic. Since I'm working in 16x16 exclusively, I'm trying to pick your brain on your decision in certain elements. For example, the hitbox is 16x16 but it's adjusted to be 9x12 in C2. So this is just something that simply fit best in 16x16. Thanks for your product and hard work!

  • bilgekaan

    Can I get your opinion from a game design perspective, of why the choice of a 12x18 character?

    Does it fit into a 16x16 world better? Or is it just a stylistic choice and the hitbox is 16x16?

    I'm working on a 16x16 game so I have a uniform size set since I am a beginner gamedev/graphics designer, but if there is something behind your choice I might have to think about it.

    Thanks!

  • What plugins are required?

  • jbr190

    Hey!

    Unfortunately I don't have a sale plan but also I'm not thinking to raise the price.

    Thank you for your interest!

    Edit: BTW You will need a C2 license for this template.

    Thanks a ton!

  • Hello bilgekaan

    Thanks for your hard work on this template!

    I've been watching this for awhile. Do you ever plan on doing any sales for this?

    Alternatively, will the price continue to go up?

    Thanks again

  • I'm not that skilled with C2 but this seems simple to even me, you should lurk around and try a few tutorials or templates.

    Try key > on collision with enemy > destroy object+trigger explode animation, something like that.

    To pick up key maybe you can do character > on overlap with key+Down is pressed > pin key at x,y+trigger the character arms up animation.

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  • I think it's fine

  • Sounds like a cool opportunity. 2 Questions:

    -Does length of the game matter? For example, would a single level platformer work like in those mini-games like Warioware?

    Knowing this will help people that are considering doing this. Or would you rather have a tight little indie like game jam game with multiple levels (in this platforming example) ?

    -Would the game be included, or would you withhold the 30$ if we were to slip our website or author name into the game somehow? Like a simple text name at the bottom of the screen. I'm really curious on how you feel about that one.

    Thanks

  • Glad you like the tool

    for item 1 you should use source art - transparent PNGs at 16x16 and 32x32 and set the output size to those as well. That way it never has to scale and simply makes variations at that size.

    All your variations will be in the Output folder on saving or random generation.

    The included art won't scale well to very small sizes since the original sizes were pretty large 1024x1024 or 512x512. They were included mainly as examples.

    Though if you want to scale down from 512x512 to 32x32 or 16x16 it is best to make your source art in Photoshop/Gimp using a grid of 32x32 and make sure anything you draw fills up 32x32 (lines, boxes, etc). I noticed this scales down well when doing that.

    Hope this helps - Rigo

    Great tips much appreciated. I didn't consider a lot of that.

  • Are you serious? o.O

    I haven't seen a defender game on the store so it's a welcome addition. The art doesn't matter if you are trying to learn from the code or use your own art.

    Advice to the poster is add different enemies that come on a timer and scale the shooting speed. Maybe a few ways to upgrade your tower or maybe have the monsters drop something that you can collect would be cool

  • This is great software with a number of uses. You can use your own art too. This cuts out A TON OF WORK in Photoshop!

    I have one request to see if this is something you want to do:

    1) This one is probably a bit difficult to program....I work a lot with 16x16 and 32x32 art. The current art is blurry and unusable when scaled down. So if there was another script you can add that will replace every pixel with a square of the approximated color (repixelize it so it isn't blurry) that would be really cool.

    Edit: I found out how to export as transparent PNG. Great feature!

    Those 2 would make this the perfect software, something I've been looking for years. Still worth a purchase now for all the randomized textures, terrain, ect. Good work man

  • The only thing that's slightly difficult is the multiple hitboxes thing - I think C2 only has one collision rectangle. It is possible to work round this however.

    From lurking around the forums, it seems most devs use their own hitbox, just a red square pinned to character and set to invisible.

    And to topic creator, yes all of these things can be done fast and easy with Construct 2 once you learn the basics.