Joben's Forum Posts

  • Thanks for the thought, if I need a female version for anything I might try it out

    My first update is a steam punk style house I've been working on, I could use feedback on the design and colours.

  • Thanks guys!

    Yeah I'm trying to make the world have its own unique feel and fantasy setting.

    My goal is to sell it on steam and then go from there, perhaps to mobile later on. About that sound in the video, it's the audiojungle sound mark. I haven't purchased the music yet, that's why the video isn't public. Just trying to get impressions for now and once I make a proper trailer, I'll purchase it and put it up publicly.

  • (Logo isn't final)

    Arrowroot is an action platformer RPG that I've been working on for quite a while on my own. It's inspired from Zelda 2 mostly but there are other bits and pieces from other games I enjoy also. I won't share much on the story yet, but it revolves around the shards you pick up during the game.

    I prepared a feature trailer below:

    https://youtu.be/OYO4_lMnRrE

    The game is in alpha stage so many things are subject to change. I'll update about how far into development it is later.

    Here's some screens of the teaser if you don't want to watch the video:

    I started from the Super Platformer Engine template from the Construct store created by Bilge Kaan. Without that template and Construct 2 I wouldn't of been able to do all this myself, as I have zero game development experience.

    I hope you like it and I'll happily accept any feedback.

    Thanks for having a look.

  • Thank you soooo much! I got it fixed in my game now, I don't know if i ever would've figured that out. It's definitely something that needs to be explained a bit more as I couldn't find anything on it and it gave me quite a bit of trouble. I really appreciate your help.

  • Hi all,

    I tried looking for a solution but couldn't find anyone having a similar problem. I have a UI/HUD in a global layer in its own layout, all the objects in it are global also and have the persist behaviour. However when I go to another layout the objects on my global layer seem to duplicate on top of the previous ones. It's hard to explain because it's a odd thing but basically it just recreates everything again on top of the previous one in game, also with fresh variables even though the previous one is below it with its old changed variables.

    There's no events for it that do anything but add or change a variable/visibility, no on start of layout ones or anything of the sort so I'm wondering if theres something I overlooked using a global layer. If it helps I'm just doing the basic, go to layout: level 3 type event when changing level because I assumed a global layer just stayed persistant over all layouts (it has the same layers too but theyre all empty except the top one which has the ui on it).

    If anyone could help me understand I'd be very thankful.

  • Nice work! Thanks for the update

    Edit: thought of a new suggestion to add to the maybe list. A enemy that uses projectiles, like fireball or even a bow like the main character.

  • Can't believe I didn't think of that for the bow, I'll do that, it should fix it up nicely.

    I don't expect you to put in tons of the suggested features but I just thought I'd list them since I don't think anyone else has, and if you're feeling it then awesome, more features . If not, it's all good, the template is already really good!

  • Ohh that makes sense, I'll use the other ones for now if I need to have more than one at a time on screen, thanks for the fast reply!

    I found a bug just now while I was testing an outdoor environment.

    If there's no tilemap for the arrow to hit it completely freezes the game, I'm not sure why though I imagine because it keeps searching for where to put the arrow.

    And I made a lake to get across but I found that if the waters too deep you can't jump out. So i thought the ability to jump endlessly in water would be a awesome feature to add too

  • Hi, I just bought your template and have been having a look through. It's pretty impressive! It's going to help me a lot.

    I had 1 little problem though, the moving platforms work great however if you put more than 1 of the same type on screen it breaks it, I thought it might be a bug so I wanted to let you know. A easy way to see is if you copy the one in the first level to somewhere else in the room, it seems to go to the highest point of whichever mov_string is above even if its not overlapping it.

    But still a great template, It's going to save me so much time, thanks!

    Double Edit: (decided to make it a new post)

  • Sorry I wasn't sure what to do since it was a complete game, but I just did a basic recreation of it. Here it is: https://www.dropbox.com/s/pomxeh1xqe4sd ... .capx?dl=0

    It was done quickly but has the exact same events. The camera bug is hard to recreate, I haven't had it happen in a while but people who review my game say it happens a lot so I don't know how to go about fixing it. The sine problem though is still there in the example, it will be a few pixels off every time you use it. I made it all by the power of 2 so it should work but I'm sure i'm overlooking something obvious.

  • Hi all,

    I released my gamejam game a few days ago, I've tried to fix any bugs in it myself but there's 2 I just can't figure out and would greatly appreciate some help.

    The first is a sine problem with my elevators, when you go up or down sometimes they will work perfectly, other times they will be a few pixels more up or down then they're meant to be and if you keep using the elevator it just gets worse and worse. Here are screens of how I set them up and the properties:

    and my second problemis to do with the screen transition while on the elevator, I did the exact same thing as my door transition which works perfectly but if you jump while on the elevator sometimes the camera will go into a random room or the default start room and I have no idea why because it works on the doors without fail so far. There's a collision box outside the screen that when hero colides with it it does this:

    If you need to see it in motion my game is here: http://www.newgrounds.com/portal/view/659596

    Any help will be greatly appreciated, I've spent so much time on this game I don't want it to be ruined by my lack of experience.

    Thanks

  • That's a really good idea, I'm left handed on the computer so the way I did it felt natural to me but I didn't even think of right handed players or even just preference. A big oversight but I guess my first game can't be perfect . If I get the time in the future though I might try making that alternate control scheme to give more choice to the player. At the moment I'm going all in squashing bugs before the competition date ends.

    Thanks for tips it'll definitely help in the future to think of control schemes, for this and if I make any other games

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  • Thanks guys glad you like it.

    mrnannings yeah not everything is as detailed as I wanted it to be but doing it all from scratch in my spare time was really tough and I had to make some cutbacks. If it's liked though maybe I'll make a sequel and up the detail. Glad it's like resident evil though, exactly what I was going for.

    tunepunk thanks yeah I've heard that about the controls a few times but I'm not sure how to ease people in other then starting it off slow like I did, but I'm glad it clicks once you get used to them.

  • Hi all,

    I just finished my entry to the Construct 2 deception gamejam and thought I'd post it here too if anyone is interested. I designed it to have a similar feel to the old biohazard games but in 2d and plants instead of zombies.

    You can find it here: http://www.newgrounds.com/portal/view/659596

    It's a late night in the lab, you rub your dry eyes just before you set off for home and the alarm sounds. You grab the gun in the security cabinet and head out to see what happened.

    Controls:

    Z to roll

    A to reload

    S to use medpack (can be used while aiming)

    X to draw gun + UP/DOWN to aim

    C while aiming to shoot

    D when you hear a ding and ! appears in the top right to inspect/use.

    Y in the main menu to start game

    I wanted it similar to a NES game in that the game from start to end takes roughly 15 minutes. it's tough but if you pay attention you'll find out the weaknesses and giveaways of each enemy and feels good once you finally beat it.

    My first game ever, so I hope you like it!

  • No problem at all I just set them back, but thanks so much! It works perfect now and I even copied what you did to the barrels and theyre working much better too. (Edit: Just figured out what you did with the music, it will help a lot in the future ) The only problem is the physics doesn't seem to work anymore on the barrels/box when they're shot at. Could it be because I just updated to the lastest C2? I was on 195 before but yeah, I'll try to find out why (Double edit: I added apply impulse to the box at bullet angle and it works again! I don't understand why it worked before without it but oh well)