liquidsnake's Forum Posts

    Or you can leave and learn scuba diving.

    Thanks m8. MOD EDIT: Comment removed - no personal attacks.

    I found out recently Unreal Engine 4 is free to use for everyone with complete functionality. I've been fucking around in C2 for a year or so and made a few very small things but i'm still a complete hobbyist with no coding knowledge. I'm wondering if I should leave C2, learn some C++ and go to UE4 to make my passion project.

    So yeah, how practical is that idea? I'm willing to put some time (a few months) into learning the relevant C++ because its a skill that may come in handy later in life anyway ;P . I'm hoping to start working on my dream game some time this year and release it on steam if all goes well.

  • Hitman 2, again.

  • Just a quickie - why are you using multiple instances of the plt sprite as a platform when just one would suffice?

    Also, did you intend each instance of plt to have an angle of 0.531?

    Regarding event sheets - I'm a great advocate of using separate event sheets for individual mechanics (such as collision, movement etc) and 'including' them when/if needed. It makes amending or changing a particular mechanic much easier than having to trawl through lots of events on a single event sheet.

    You mean instead of stretching one instance horizontally? Wouldn't that stretch and pixelate the image? Unless you can make it repeat like a tiled background.

    No, I accidentally rotated one of them and copy pasted it to make other instances.

    Seems logical, i'll do that.

    As long as you keep your project adhering to , you should be fine

    Anyway, while your project is still small, I would suggest to start using the Group and comments, before your game events sheet start to becoming an unforgiving spaghetti, trust me on this part, seriously. So far your events looks fine to me.

    Alright thanks for the link, i'll read over it. And yeah for my actual project i'll use groups for events.

  • I've been messing around with Construct 2 for a while, i've gone through the manual and done a few tutorials so I know the basics. I've just made a small prototype that is functional and playable (finally haha), and i'm looking for advice on things like what I am doing correctly, how I could improve my use of events, etc.

    My first game is essentially going to be a bigger, better version of this thing (i've attached it hopefully). Basically an open world platformer with light metroidvania elements. So I need to know if i'm organizing the project correctly, if i'm making any basic errors, basically things that a newbie could do wrong. So I would appreciate it if you guys could look at the capx and give me anything that might help. And to be clear, i'm not looking for specific criticism of the attached game, it's just a prototype.

    And finally, what would be a massive help is if someone could send me a capx of a similar project they have done. Studying a well-made platformer would be really useful for me as I get to understand the framework that's necessary to build a solid, robust game. You can get rid of the graphics if you wish, i'm not interested in the assets I just want to study the framework of the kind of game i'm trying to make.

    Cheers

  • Decent but 'buddy bot' sounds kinda gay.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Not that good but i've played worse.

  • Visuals are top notch tbh

  • get on newgrounds son

  • photoshop obv

  • lol no

  • Destiny looks pimp

  • hmm, I don't know how you can exactly be 'bad' at art. Maybe drawing doesn't come naturally to you, but surely you can use basic shapes to methodically create some good images. That doesn't require natural ability, just half a brain.

  • 10/10 would bang.

  • turn based or real time? and western or weaboo?