LaDestitute's Forum Posts

  • Behold, dynamic lighting!

    Buzzblob in the wild.

  • Streaming again!

  • Streaming will probably be stopped for a while. It's kind of too hot over here for me to continue streaming.

  • About to livestream some video game development for a project in Construct 2:

    https://gaming.youtube.com/user/SparktheYoshi/live

    (stop by if you would like)

  • Technically Mario is asian.

  • >

    > > Zelda Life v3 if you still need it... its similar with yours

    > >

    > Could you make this in the latest stable version, please? My gamekit is built in the latest stable version, so I prototype any features in separate projects in r227 before importing them.

    >

    if you unzip the capx and go to the folder exported and edit with notepad the .caproj file inside... you will find on top of file version r229000 change the 9 to 7 and save and should work... its not recomended but i think the tilebg isnt changed in r229 so should work fine.

    its faster for you to just edit the caproj... i have to reinstall all plugins and etc again...

    Tried it, eh, don't like it much at all. I wanted the pixels to be exact, and for the half-heart splitting to be exact too, so this is no good. I am trying to vy for closely emulating ALttP, obviously.

  • Zelda Life v3 if you still need it... its similar with yours

    Could you make this in the latest stable version, please? My gamekit is built in the latest stable version, so I prototype any features in separate projects in r227 before importing them.

  • I prefer using a mouse for the precise control and it may just be me, but I always thought pixel art was intended for use with a mouse instead of a graphics tablet, due to it's root in retro/old school console games. The glory days of the NES, Genesis, SNES, etc

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  • Reuploaded (it's in my original post) the one Magistross made, with some edits (due to the fact that I'm attempting to closely emulate ALttP's system)

  • Completed the hearts system for the Zelda Gamekit:

  • Here's a little something I made:

    Zelda Hearts system

  • If you learn some basic array knowledge, all of this is very doable, and in fact easy.

    I sort of have items down pat too, but not so sure about form changes. That may require some thought, at least for how to figure it out myself.

    (sorry for the late reply)

  • I think it's more than possible to do, but you may have to be more specific. It narrows it down a lot, but a 'creature raising system' is still pretty vague, in my opinion.

    You might want to specifically tell us what you are looking to emulate in terms of a feature list, such as creature stats, some sort of transformation/growth system (like, I mean Pokemon, Digimon, etc, if you catch my drift)

  • grandbrinus

    Colludium

    I watched a video a little a while ago about the 'one mechanic per world' or rather one mechanic per level thing, specifically in the newer 3D Mario games. 3D Land, 3D World, etc. If it's of interest to you, here's a

    Subscribe to Construct videos now

    to said video. Pretty cool video game design analysis.

    Quick explanation

    [quote:k3xshiir]1. Each level begins by starting the player with the new mechanic in a danger-free environment (such as introducing wall-jumping with no bottomless pits)

    2. Next, a portion of the level develops the mechanic, usually by removing the player's so-called 'safety net' and introducing a risk with the mechanic

    3. Then a twist is introduced, and either will challenge the player with the mechanic or provide a difference angle to make the player examine the mechanic in a new fresh way

    4. Then a conclusion is reached by the end, where the player is given the chance to mess around with one final time with the mechanic, usually by showing their mastery of the mechanic or performing a trick/puzzle at the end with it (i.e, a simple 'puzzle' to earn a 1up or something otherwise)

  • Nah, they're instances of one sprite, and I also think your random terrain gen thing is pretty damn cool. I've tinkered with random generation in Construct 2 and have...gotten results, but nothing complex as that.