Kouji San's Forum Posts

  • Well I think it is about time to create a thread on these here forums about the game I'm working on. I've posted an introductional video in the "Post screenshots of what you're working on!!" as I didn't know there was an actual video thread (there was no sticky I swear!). But the deed was done none the less :P

    Anyway enough about that, let's talk Containment:

    Containment is a single player platform game. It is about territory control with some kind of tower defense backing it up. There will be four main characters at the player?s disposal, these guys are the main characters of the webcomic Existence Unknown.

    <center>Initial development Started on February 25 2011

    <font size="4">Build19 is currently being developed </font>

    Build18 was finished on August 2, 2011</center>

    <font size="2">--Yes I copy pasted this from the indieDB page ;)</font>

    More information and links to related video's/web pages:

    Indie Indeed Showcase

    <font size="2">A first impressions series I'm running on my YouTube channel. Not just for my own stuff. If you want your indie games on there just PM me and we could set something up</font>

    <font size="2">--I will try and keep this OP updated with the things surrounding Containment, don't worry I will add some screenshots of the game on here once I get to the phase I feel comfortable posting them. It's mostly developermode and tiles currently.

    The next build will be focusing on artwork and of course the character skill sets.</font>

  • Maybe it's an idea to instead blur the sprites in your editing program instead. It will then up the memory usage, but decrease the calculations (blur seems quite expensive, especially with bigger sprites).

    I'm not sure which would have a bigger impact on performance... It's at least something worth trying :)

  • Ah I see, I assumed the W and S buttons or the mouse had to be used to select those main menu level buttons. And as a result I thought they were locked, only unlockable by playing trough the levels.

    That and I might have it mixed up with how Mario does it, as they do things as follows:

    World 1 (level 1, level 2, level 3, level 4)

    I shall have a look at the other two levels (worlds :P), now that I can select the buttons (arrow keys)

  • And another Yokai video: <a rel="nofollow" href="http://vimeo.com/23826014">http://vimeo.com/23826014</a> <!-- s:) --><img src="SMILIES_PATH/icon_smile.gif" border="0" alt=":)" title="Smile" /><!-- s:) -->Are you guys inspired by Sonic the Hedgehog a bit? The music, the name for the level (Red Mountain vs Green Hill Zone) and the checkpoints feel like Sonic was there to inspire you to some extend. A good thing mind you, Yokai is actually a better platform character compared to Sonic on Rails!

    "Aslo" I googled "2 Bad Company" and it seems you've got A LOT of google search result battle with Battlefield Bad Company 2

    "2 Bad Company indie" did a fine job though...

  • It looks awesome, but there is one thing which bothered me. The fact that in some cases, the blocks you can walk on seem like part of the back/fore-ground being the same tint/color/contrast. They might need something to stand out a bit more, perhaps darkening them just a tad bit might do the trick. Or maybe outline the parts you can walk on a bit more (lights N shadows). There were a few areas where I thought I could jump on a block, while it was part of the background <img src="smileys/smiley36.gif" border="0" align="middle" />

    The footstep sounds might need a random picker instead of the constant pattern. And when you jump on an enemy and bounce back up, you also make the jump sound (not sure if this is working as intended). Other then that the demo ran at a constant 60FPS, when running the game:

    Level 1: ~17-20% CPU (320Mb Mem Usage)

    Level 2: Starting out at 20% CPU going down to around 5% the further I got towards the end (420Mb Mem Usage)

    Level 3: After level 2 was completed, I got send back to the main screen.

    Also I found two collision bugs in level 2, there's an enemy you can bypass while walking trough it down a slope. Apparently it doesn't detect the hit when going down this particular slope. It's the fourth walking knight guy in level 2.

    The second collision trouble is when you walk back up the hill, towards the start in level 2. You get stuck when moving left and have to jump to get over this invisible snag point

    Here are my specs:

    Intel C2D E6420 2,4Ghz 1200FSB

    2Gb OCZ PC-6400 900Mhz

    HD4850 512Mb PCI-E

    Asus P5B Motherboard

    Creative Audigy 2 & Asus HD Audio

    Windows XP Pro Sp3

    Good stuff, keep it up and you've got yourself a winner! Oh and the grass is looking damn good <img src="smileys/smiley3.gif" border="0" align="middle" />

  • This was created mainly to test the Xaudio2 thingy. I now finally understand why my sounds were screwed up (meaning I can get them to work )

    Subscribe to Construct videos now

    Super Marine Brothers, a Natural Selection TSA Marine has entered the Mushroom Kingdom

    VERY rough demo file here

    http://dl.dropbox.com/u/17105373/Constu ... ld0001.zip

    Controls:

    Movement: WASD (well AD for now)

    Shooting: Right Control

    Taunt: F

    Jump: Space

    Medkit: Q and Ammo: E (might have the comm drop it or something)

    Quit/exit game: Escape

    UnknownWorlds website (Natural Selection developers)

    http://www.unknownworlds.com/

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  • http://www.tigsource.com/2011/04/04/min ... -179576780

    Seems like a good suggestion...? I for one would love to see minitroid fight against very VERY big bosses

  • That explains a problem I'm having right now as a matte of fact. No time to thoroughly read it right now, it's going in my Construct bookmarks

  • On your "where's my IF at" question

    object.visible --> Do stuff
    |
    else (or you could use: object.invisible) --> Do other stuff[/code:e68e5kqr]
    
    The IF's are hidden, everything is kind of an IF statement so to speak
  • Actually, you don't have to manually set bullet angle while spawning. Bullet will automaticaly get parent object's angle.

    Heh, I thought it was supposed to be set. See this is why I like this here forums, you never stop learning and there is just so much info in here!

    Simplifies this by a WHOLE bunch!

    Just remove all the angle stuff and only have that "On Left mouse button Clicked" in there spawning a bullet at the "gunbarrel" image point... Awesome!

  • There are many ways to do this, but the easiest is perhaps using the angle of your character (platform behavior)

    Using 0 for right and 180 for left, no bullet counter, timer or animation in this example though. Well at least they guy has a top hat

    Sample:

    http://dl.dropbox.com/u/17105373/Constu ... ng-guy.cap

  • it's easier, it has nothing to do with nostalgia, it's also easier to make something look realistic. braid for all its qualities looks like crap to me. the art is nicely "rendered" but looks terrible. everything looks stuck to the screen surface and has a generally "ugh that doesn't look right" feel, HD 2d stuff hits an artistic uncanny valley somehow. pixel art leaves a lot to the imagination, and a bunch of pixels can represent something very complex that our mind fills in, two dots are eyes rather than realistic eyes being eyes, and if they're drawn wrong being the eyes of a drunkard. It really doesn't change much to have pixel vs real. another world did a great job feeling real with relatively simple gfx, small changes= big differences. it's the same reason we see a lot of animated movies or cartoons or anime simplifying the way characters and forms look. sure it could be realistic looking, but then it would be way harder to make everything look right, and it would also be harder to relate the characters to someone familiar or ourselves rather than to what they physically look like.

    btw this looks great, somehow reminds me of lyle in cube sector even though the games look completely different and have different gameplay.

    I've discussed this something similar with guys on the development for Natural Selection 2, which is a lot more detailed then it's predecessors (a mod on goldSRC, the 1998 HL engine)

    The old maps seem to feel more alive and awe inspiring somehow, even though they have a LOT less detail. It just feels like there is more to them, mainly because of this subconscious thing we humans do by filling in the blanks. Makes it feel more alive I guess.

    The new maps are highly polished and detailed maps, perhaps it results into too much visual clutter to get this "filling in of the blanks" thing we seem to do. Which does trigger that epic feeling you get when walking trough older maps. We humans are weird

    Designing something with a minimalistic approach seems to be a good basis for a maximum end result.

  • Pixel art is less forgiving so it is indeed harder to pull off correctly. Some amazing stuff come from this here Engine, good developers are good. Keep it up, I wub oldschool/new games

  • The speed boost not all that far from the first walljump section, no magic moves needed to get it either.

    Spoiler? Nah you still have to find it yourself

  • 6Mb per sprite/image on average using PNG for transparency options seems about right with 480Mb as well...