jobel's Forum Posts

  • cool thanks

  • I like it, it plays well.. it reminds me of the old game "Tapper"

    You have the mechanics now it just seems all you need to do is perfect the level design.

    When you die it seemed a little rushed, would like to see that animation a little smoother and at a slower pace..When I finally died it all happened so fast I was surprised.."oh I'm dead?". I think you need more warnings you are low on health etc... Also the act of taking damage happens and I can't sense what is happening.. maybe a screen shake for each hit, or screen flash? subtle stuff just to tell me I'm taking damage. And I seemed to die pretty quick when I did take damage...maybe add more health?

  • what did you end up doing? did you do a tutorial?

  • I have no idea how to play... I just click it looks like the planet is dying?? I clicked like crazy and it seems I'm leveling up? I'm totally lost..

    I'd give a brief intro of what the objective of the game is...

  • It's great that you now sort of "know your genre".. a hard game.. like other people have commented how some people like hard games...

    I'd focus on your game's strength (the fact that it's a hard game) but with that in mind -- be aware that when someone puts in that much dedication and energy into beating your hard game, you should really give them something for it... I'd look into ways you can reward the player. Like how on here someone posted a screen shot of "Let me know if you get here" which is a great type of "bragging rights" kind of thing. You could do a cool animation or short piece of music..some fanfare.. other reward type things.. unlocks... or even something unique for each player? maybe a clever banner or saying.. just an idea... but the idea is your game can have the identity of being a "hard game" and if you are able to make progress in it, players will get a good (rare) reward.

    I think if you ever release it on Steam, one of your game's tags should be "Hard Game".. I'd "go" with that as much as possible..

    cool.. good luck!

  • gameplay mechanics and rules cannot be copyrighted. Actual game assets are... so you can copy any game you want as long as you use your own art assets and music/sfx.

  • Using normal sprites is totally adequate. Nothing is done for you here in C2... best to just make a bunch of test projects and figure out sprite movements and other "juice" like effects. Also lerp() or other math for Tweening (which stands for 'In Between' which I believe is an animation term). Timescale, rotation, scaling and sine are other good things to use to make the game come alive. But you need to code it all by hand.. which isn't too bad if you isolate each movement or animation you want to do and perfect them in a test capx.

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  • maybe I'm using it wrong? when I make any shape sprite it fills up the entire sprite box and you can't see anything behind the sprite at all. Opacity doesn't work, and all the transparency of the base sprite seems to be gone..

    I'd like to use it as fog-like effect over the background image.

  • I don't actually have a tablet to test with but I'd like to build the game anyhow. So looking at your example LittleStain I would just use OnTouch and that will translate to the Pen? That would be amazing! but you obviously can't use the pressure sensitive stroke data that a tablet pen can produce... not a huge deal for my simple usage.. Thanks!

  • is there a 3rd party Input plugin that would allow capturing a pen tablet input signals.. wacom cintiq or bamboo?

    trying to whip up a quick "app" for a Pictionary party to be projected from the laptop to a wall. Don't have a Surface or any touch screen... I do have an iPad but no good way to project it without buying an adapter.

    would rather players didn't use a mouse to draw.

  • looks good C-7

  • awesome about RPS! good luck!

  • is there a way to make the noise have transparency?

  • use VHS Damage and RGB separator.. both are user plugins found in the forums..

  • I agree this sounds like great news!