Margaritas's Forum Posts

  • > i Am J, an oldschool platformer with linear levels and a worldmap (style SMB3 )

    > The thing with this game is that certain NPCs and events interact with the character throughout the levels, and quests can go between levels as well. There's a shop system and three levels are already fully fledged. As I know myself, though, I'd probably drop that in a couple of days due to loss of interest. Chiptune OST and graphics are mine, too.

    >

    > They're 1024x768 pics so I suppose I'll just hotlink them D:

    > http://i52.tinypic.com/2zyklme.jpg

    > http://i56.tinypic.com/4gji3k.png

    > http://i51.tinypic.com/2u7sxp5.png

    >

    > Heavily influenced by Clash at Demonhead ;p

    >

    Looking sharp! are you using huge graphics or crispify? or both?

    Thanks! I'm using hi-res sprites. It does take quiet some vram but anyone with a card of 128 mb of ram should be able to play this properly.

  • hello! here's a little video showing some gameplay from our project Talbot's Odyssey!

    by studio MiniBoss (saint11 and me)

    for more info, please visit our blog! :3

    HOLY SH- That looks absolutely AWESOME. I'll keep tabs on that one.

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  • i Am J, an oldschool platformer with linear levels and a worldmap (style SMB3 )

    The thing with this game is that certain NPCs and events interact with the character throughout the levels, and quests can go between levels as well. There's a shop system and three levels are already fully fledged. As I know myself, though, I'd probably drop that in a couple of days due to loss of interest. Chiptune OST and graphics are mine, too.

    They're 1024x768 pics so I suppose I'll just hotlink them D:

    http://i52.tinypic.com/2zyklme.jpg

    http://i56.tinypic.com/4gji3k.png

    http://i51.tinypic.com/2u7sxp5.png

    Heavily influenced by Clash at Demonhead ;p

  • nice game, but i was wondering if you could use newgrounds music in it....is it allowed/legal??

    Actually, yes, it is. All music uploaded to Newgrounds is under the Creative Commons licence. I can use it freely under three conditions: 1. Give the maker credits for the piece. 2. Share my work noncommercially, 3. Share my creation under the same licenece.

    If I will ever plan on selling the game (which now I don't. Perhaps if I'll ever port it to the iPhone or something like that) I will either make an agreement with the artists under another licence, or replace their pieces.

    As for the game - it is nearly done. All I have to do is some debugging and beta testing, and finish building the online distribution platform. One thing, though; I might postpone the distribution platform release until I will have the funds to buy a host.

  • First of all, thanks for the positive replies guys!

    LavaWave, thanks alot.

    nowon Actually no, it has nothing to do with the letters but that's a nice idea I will consider.

    CrudeMik thank you very much. Yes, it loads the next level while climbing the ladder. Besides the special bonus screens which contain special event handling, every stage is loaded into the same layout.

    <img src="http://up203.siz.co.il/up1/hndmymmmlnj2.png">

    After the player finishes the level, when he reaches the X in the drawing, he is transfered back down and the next level is loaded. The levels are saved in external files.

    And using many layouts is sometimes efficient: In game with predetermined environments, such as Point & Click, exploration games, RPGs, and such, it is not such a bad idea to use different layouts for each area. But in arcade games or more simple ones, with simple or dynamic levels, creating a map syntax for loading maps off external files is prefered. In my case I use the latter, but in another game I used to work on (a failure of an exploration-platformer) I used a different layout for each and every environment, with a couple of core spritesheets for inclusion.

  • Ascension is a free little casual indie game in development I'm working on.

    What you need to do in this game is climb as far as you can. The game consists of floors - "Stages" - which are created by the users themselves.

    Creating stages is an easy and fast proccess and so is sharing them. I'm planning to create an online distribution platform for levels that will be integrated with the game's interface so people will be able to share them in an instant. Think of it as of twitter - levels are short and arranged by authors and tags. In a single play of Ascension where you reach floor 47 before running out of time, you actually played levels created by (appx) 47 different authors in less than 4 minutes!

    Here's a small sneak peak:

    Subscribe to Construct videos now

    I would love to know your opinions.

  • If you're really worried then put in some security measures like checking the file size or something. If any one of your files has been messed with, don't run the game.

    Personally, I wouldn't be too concerned about it. If they break the game, they can't play it, and they have no one to blame but themselves. If they mod the game... well, no biggie. Put in a static title screen that will always show you were the original creator no matter what. It's not like people can claim they made the game then.

    And even if people are modding your game, that means that they're so interested in it that they want to extend the life of your game. It should be taken as a compliment.

    Hell, you could even be nice about it and show people how to mod your game. If you want. It's all a matter of perspective

    Hmm, I guess you're right. Thanks

    And yes, I thought of releasing the editors at some point, when and if the project is released. I just don't like the idea of people reverse engineering the game D:

  • But the game is going to be made as systems in constructs and resources outside: Maps, Graphics, Sounds, even Scripts; I don't want those to be easily modded, as people could build an entierly different game using this one's engine D:

  • No, it doesn't autmotically save your variables. You have to manually save them using the correct actions.

    As for reading off an INI file, use the right expressions within the expression editor.

  • Well the system is made so I could easily create maps, not for reserving memory.

    Each tile is 24x24, probably means it'll take a 32x32 memory of VRAM if what you guys say is true.

    Since every map reloads the tilesheet I don't think it will overload the system too much, even of your computer is a tad old.

    Another question though, guys: is it possible to encrypt archives with a password only the game has an access to, in order to store my files? Since almost nothing is reserved as a resource, I'd like to protect my files; I didn't find any password function within the ZIP object. So, what method could I use?

    Thanks!

  • Thanks for your help Madster.

    I found out that assigning different animations to different objects before inheriting the image itself fixes the problem. So for now I've manually created 128 animations to the sprite and the code's just gonna call the right animation before sending the picture to the sprite object.. Till I find a better solution.

    Cheers!

  • Hey guys!

    I began working on a game recently which, unlike my previous works with Construct, uses it's own engine for maps rather than different layouts and hard-designing through Construct.

    I am currently working on a MapEd utility for the game's engine and I'm using Image Manipulator to crop tilesets and dynamically apply them to sprites.

    Problem is that once I update one sprite (using both Load from file after saving a cropped tile with Image Manipulator OR using IM's "to sprite" function) the rest of them change into that same tile and therefore I end up having a map with the same tile repeating.

    Is there a way to fix that using a SINGLE sprite object, or should I give it up and use 128(!) different sprites per spritesheet...?

    Thanks in advance!

    Roy

  • Psh, this game is a piece of art

    I liked the overall design and control. Well made!

  • Thanks for your reply, Dead eye.

    I managed to reproduce to glitch that you've mentioned, didn't successfuly fix it yet (for just zooming in with 200% on 640x480 doesn't fix the problem)

    Until then I guess the only solution is not to play the game in fullscreen if your monitor doesn't support it (and that's weird, since it says mine supports only 640x480 as well but game works fine here)

    The endgame should be confusing, I didn't even plan it to the fullest myself. The whole game is plain random and so is the ending... So I guess that's the best you can get off pure improvising.

    All in all I'm glad you liked it.. And I'm as well interested in seeing what can I come up with on a long production time, Construct is just simply comfortable to develope with.

  • Thanks for the positive feedbacks guys, I'm glad you liked the game!

    C.S, the game uses a Commodore 64 font, I thought Construct automatically includes fonts when compiling but guess I'm wrong. The font should look like this:

    Anyways, the font intended to show up in the game is now included in the topic.

    Thanks again guys

    (Gah, mistakly pressed 'save' once more)