kaeso's Forum Posts

  • Here is a short video of my little project 8BitGhost.

    youtu.be/ngqorZpakF0

  • Yeah, I noticed it now. Guess I am going to buy that licence sooner rather than later..

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  • Thank you for some awesome tips here guys. Dividing it into different eventshets and using event families seems to be a very smart way to go.

    I feel ashamed that I didn't even know about event families You learn something everyday i guess.

  • This isn't one spesific question, but I am just wondering how you guys handle larger projects in Construct 2? My metroidvania platformer is starting to take shape, but I feel that my layouts and eventsheets already are starting to look kind of messy. Do you usually have seperate eventsheets per layouts? The way I have it set up now is that I duplicate the eventsheets and make small adjustments to them as I need to per level.

  • Thanks! On true worked

    I fixed the sound skip problem as well. For some reason I I had set it to play both the music and the jump sound at an object (the background), so they probably interfered with one another or something.

    Thank you for the help!

  • This looks really, really nice. The art style is so simple, yet amazing! If you manage to get some publicity or a publisher, I think this game can become something big! Can't wait to download this when it is ready!

  • Is it possible to write a wonderful piece of music after reading a musical theory book or beats production tutorial? No - if a person does not have talent, but if you have a talent you'll be doing it just right without any books and articles.

    As a guy who have played the guitar for 15 years, and fiddling around with various music production programs, I must say that I agree. I used to create better and more original music before I started learning the theory. Now I am all tied up in scales and so on, instead of creating music from the heart.

    Though, I am not sure if the case is the same with game design. Game mechanics is something that has to be right, or else the game will feel clunky and unprofessional. Reading articles can prevent this from happening..

  • I guess coming up with a truly original idea is pretty difficult, so you could build upon something that has been proved to work?

    Like Flappy Birds. With guns. And blood. And upgrades. And more blood.

    Just an idea

  • For me the best thing is to jump straight into it. Of course I have some general ideas for how I want the game to be, but I usually just start from the beginning and go on from there. My challenge is that I keep going back and fix stuff, like the look of some sprites and the design of levels - this makes the process end up in stalemate and I lose the motivation. I also have several ideas for games at one time, and this makes it difficult to really focus on one game at a time..

    I guess the process is different for everyone. I like to just head straight in there and see where the road takes me (and the game)

  • Hmm, I don't know. Maybe it is just me, but I found it a little strange to begin with. I think it has something to do with the squares which have a very definite border. If the path, the walls and the player were rounder it wouldn't be so noticeable.

    But since it is a choice you have made, I don't think you have to change it. I liked the game

  • I've played it a little bit now, and I like it. I've been thinking of making a similar game, so I enjoyed testing this.

    The game has a nice flow, and I like how I get into a rythm and can just breeze trough it.

    But there are something I would like to mention.

    The hit detection seems a litte off. You can actually crash into the walls without dying. As long as you are not completely inside the wall, you won't die. This makes the game feel a little unprecise, and also very easy, as you don't really have to worry as much about crashing into the walls.

    Other than that, I liked it. Nice concept, and nice music

  • No. not exactly. It plays only once if I just press up once, but I can spam the button in the air which makes the sound play everytime I press it. It's not really a big problem, but it would be nice to prevent the player from provoking this bug.

  • I've just started a simple, yet probably overambitious game which is a roguelike platformer/rpg with permadeath.

    Since I can't draw or anything like that at all I've created very simple sprites within Construct 2 itself. Not pretty, but it works. And looks kind of funny

  • Almost. The music stops playing the very first time I jump. After that everything works fine.

    And the jump sound does not play until he land. It is just that I can spam the jump button and make it so the sound plays while the player is in mid-air, which is kind of strange. Is there a way to check if the player is in the air, and prevent the sound from being played then?

    Sorry if I am a little unclear..

  • Did a search, but didn't really find a solution to my problems.

    I am having two problems regarding sound in my game. When I start the layout I have music playing right from the start. Whenever something else happens with sound involved (me jumping), the music skips for the first sound. After that everything is fine. Any tips on how I can prevent this?

    Also, the way it is now I can just spam the jump button, and the sound will play eventhough the player is hanging in mid-air. Is there any way to prevent this?

    Thanks in advance!