jbr190's Forum Posts

  • Thanks! I've seen mixed results for artists using IndieGogo but have seen a lot of success on Patreon.

    Maybe you can consider releasing content every month and narrow it down more and more with donations to every 2 weeks, 1 week, and progress. Just an idea. Good work!

  • Yes, you are a programmer. A damn smart one if you use a language that gets the same results in a more efficient and faster way.

    That's right. If you code in C++ or you code in C2. If the end result is the same game, which language is better? The one that saved you weeks or even months of time programming. There's nothing even remotely negative about using Construct 2.

    But that's just my biased experience. I come up with crazy ideas and there is always somehow a way to add them in C2. I'm sure some of you mobile developers will disagree that there's nothing negative about C2. But to any complaints or struggles I can't help but think: would the problem have been any easier to solve in another language from scratch?

  • Good work!

  • Really good work. Would like to see new game modes

  • in a zelda game, IIRC the ennemies are created when arriving to the screen, so you should not have many issues with them as they should be only present in the same part of the world as you,.

    That's great advice! I always find it fun to problem solve optimization issues.

    It can be done but you have to design your game very carefully to avoid per-instance work. If you have instances across that entire layout, then presumably you will be dealing with tens of thousands of object instances, and any work that your events or the engine has to do for each of them will end up being slow - unless you limit the scope of the game to the currently active area. There's more information on designing scalable layouts in the blog post scirra.com/blog/ashley/14/how-render-cells-work how render cells work.

    TBH it would probably be easier to just split up that size layout in to say 16000x16000 sections and jump between the layouts when you get to the edge.

    Thanks for your useful input and advice!

  • Excellent work and example

  • What do I get if I buy this?

    Do i get the capx file? Anything else?

    Let me know and I might buy. I will use my own graphics.

  • Thanks for responding. I realize I'm probably missing something really obvious but I searched and couldn't find anything.

    I spent a few moments made a big layout and got the character to walk. No loading times or slowdown. I'm just curious if anyone has tried it so I can commit to it without having to scrap a ton of work.

  • I've always wondered this. If there were any limitations. Say you make a 16-bit zelda game and make the layout 160,000 x 160,000.

    Do you think there would be any problems? Or perhaps a really long initial load time?

    For PC/desktop not mobile

  • Pretty awesome I can't wait to try out the latest (final??) version.

    Good work, one of the best C2 games out there!

  • Thanks! I thought I'd leave more detailed feedback.

    My feedback:

    -Level select from the start or unlocked earlier. As a player I couldn't get a feeling for how long the game was and there was no stopping after 3+ worlds. I couldn't tell when it would be safe to take a break or how long the next level would be. Is the ship hub supposed to be the end of the game or just a milestone to continue with what levels are added?

    -Options in main menu for full release

    -More content/levels/gamemodes(like time trial) for full release.

    -On the ship access my progress of collected secrets

    All the above feedback are just nitpicky and no big deal, personally I find the game is PERFECT except the difficulty spike below is the only thing I'd change:

    There was a particularly challenging part on the ice level that I think could stop a few players from continuing because of the sudden difficulty spike. There was a checkpoint before 3 screens of puzzles. You progress DOWN to get to the next screen. The first you had to jump (to the left) to reach the middle on top of a Crawmite and the jump activates a spikey-dude that falls to the (right) of you and enables you to go left and down to reach the next screen. The next screen is the large bounce-jump from left to right. The final screen is the puzzle with 3 spikey guys to trigger so that you can proceed.

    Individually these puzzles aren't too hard but for 3 screens you can't make a single mistake. And the 3rd and final screen is a puzzle you have to slowly learn after each death AND THEN get back to it to try again to solve it. I couldn't tell you how to improve this issue or if it's intended, perhaps another checkpoint so we only have to go through 2 screens. I love working through these screens though, it was challenging. But the difficulty spiked out of nowhere, did I access a secret path?

  • Just beat it.

    Wow! My new favorite game, will be following closely.

    I didn't notice it was a beta, I've seen 2D steam releases that are shorter than your beta.

    I originally had an idea for a challenging platformer in which the player can keep momentum by bouncing off of everything, then I stumbled on your game and you implemented exactly what I was thinking of. I will still proceed with my game and it will branch off in a different direction to become it's own creation. I'm not worried about perfecting the mechanics, but I can only hope it ends up with even a small fraction of the atmosphere, pacing, and polish of your game.

  • I don't have to learn cocoonjs or any coding for a steam release right? Win/Mac/Linux

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  • Absolutely amazing work. The only limits for C2 is truly your own creativity. I'll be checking in on your project daily.

    Oh and never regret the large scope of your game. Just as long as you are ready to put years in. There's really no reason your goals won't be accomplished. Surprise the world one day with that epic full release!

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