KidsOnTheBeat's Forum Posts

  • This is actually one of the funner games I've tried.

    One question - why doesn't the snow background scroll? It looks like the player and all the objects are just sort of floating in space.

  • That unicorn is PISSED

  • Nice little clone. If I could change anything I would make the ship rotate a bit faster, but I suppose the original game was like that. Also it would be nice to have a "thrust" animation and sound.

  • Fun little game. That sun looks reeeeally stoned.

  • Hello everyone - I've always wanted to make games but never had the time to invest in learning how to program from scratch. Construct has allowed me to get started making games almost instantly and I hope to be able to actually finish something sometime soon!

  • As others have said, you definitely need to plan with mobile in mind from the beginning.

    Sheepy - You need to consider more than just screen resolution, though. You have to be thinking about pixel density on your target platforms

    For example, my 4 inch smartphone has 1280x720 resolution, but my 10" iPad only has 1024x768 resolution. A touch target that is a reasonable size on a tablet may be impossibly small on a phone.

    I'm waiting for slightly better mobile support before I make any real attempt at a mobile app, but I'm definitely worried about the headaches involved...

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  • I'm relatively new to Construct, but I've played at least a dozen C2 games/examples in the past week and I've noticed that almost NO ONE uses the full screen or various stretching options for their projects.

    I understand that in certain cases this could cause the graphics to appear in a way that the creator doesn't intend, but why isn't it used more often?

    I have a relatively large widescreen monitor and end up squinting at games running in TINY little rectangles in the middle of my browser.

    Thoughts?

  • Interesting concept once I figured out how it worked. Could definitely use a tutorial though, despite the instructions on the LD page.

    My main complaint is that some of the mouse click targets are just too small, making for some frustrating clicking and missing.

    Full screen mode would definitely help in a game like this where you have to click on such small objects that are moving fast across the screen.

    Cool idea though, congratulations on finishing.

  • Have to say that I love the, um, demon thingies, whatever they are. Kind of scary and hilarious at the same time - scarilarious?

    Anyway, the GUI text must be implemented incorrectly, because it does not stay put as the viewport moves up and down, it sort of skips around.

    Also I would either disable rotation of the unicorn or limit the angle of rotation even more. It looks rather awkward the way it is.

    Good work!

  • The graphics and sound are very good, I'm liking the style and especially the little details like pop-up visual cues.

    A couple glaring problems I had:

    1) The elevator platforms immediately begin to drop (very fast) when you jump. It's very strange and annoying, I've never seen a game that behaved this way.

    2) When my red follower died, I had to go all the way back to the beginning of the level to retrieve him. Is this intentional? It was rather frustrating.

    I also agree with the earlier poster that the whole "follower" aspect of the game doesn't really make sense, because it doesn't seem to add any value to the gameplay.

  • Awesome to see people making some non-game projects with C2. Obviously it will be difficult to go head to head with some of the great pixel art apps that are available, but I'm guessing this is more of a tech demo?

  • Works well enough for a game coded in a short time frame.

    However I have to say that it's a bit TOO similar to Osmos, while lacking all of the subtle audio/visual cues that make Osmos a great game.

    There's nothing inherently wrong with copying gameplay concepts, but you should strive to do something that sets your work apart. If you're copying the gameplay very closely, perhaps use a different visual style or setting (maybe do an 8-bit "demake" or similar).

    A bit too similar, no? At least give some attribution somewhere.

    <img src="http://www.ludumdare.com/compo/wp-content/compo2/163678/14243-shot0.png" border="0" />

    <img src="http://www.appbank.net/wp-content/uploads/2010/08/OsmosHD-03.jpg" border="0" />

  • Suggestions:

    -Player needs to be bound to layout, currently can walk off edge

    -Should prevent scrolling beyond layout, if you jump too high you can see the edge of the BG

    -Need some UI elements or other visual cues to distinguish which "hat mode" is currently active

    -Player should probably splash into water instead of falling off-screen like a pit

    -Maybe try adding a "pixellate" shader effect on the water, this might make it look a bit more retro and fit in better with the rest of the game aesthetic

    Good luck!

  • Fun idea! I can't remember the last time I saw a firefighter game...

    Some suggestions:

    • Artwork style consistency - right now it looks to be a mix of pixel art and high resolution assets, I would suggest picking just one style and using it throughout
    • Background graphics should have a bit less contrast so that the foreground objects and platforms pop out visually
    • When you go up the 1st set of steps, the game prevents you from going back down - any reason for this? Seemed a bit artificial and strange.
    • Increase speed of water - the character moves the same speed as the water, which means you can keep up with it when you are running. I feel like the water should be significantly faster than the character run speed.

    Just a few thoughts, hope that helps and good luck!

  • Neat proof of concept, although the ball motion physics are a little bit wonky/floaty.

    I'd also suggest that you be able to hit the ball without having to click the mouse.