mattcusprime's Forum Posts

  • Episodes 1 and 2 are now posted! Would love any feedback, check it out <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Episode 1 Link

    http://snesexplainseverything.com/episodes/ep1.html

    Episode 2 Link

    http://snesexplainseverything.com/episodes/ep2.html

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  • Bump for update (in first post).

    link repeated here: http://snesexplainseverything.com/episodes/ep1.html

  • Small bug: the house to the left when you first enter the village: you can walk into the 'black' area - you aren't blocked at the door.

    Good stuff though.

    Thanks so much! Logged it and will work on this tonight.

  • Bumping for update made on 7.9.2014. Link is in initial post to new beta.

    http://snesexplainseverything.com/lates ... index.html

  • I think this is really interesting. I spent about a minute on it and chuckle a few times. Only thing I'd suggest is getting an editor for the dialogue. That and stop the camera from moving past the edges of maps. Looks a little better when the camera doesn't pan into blackness.

    Thank you! can you elaborate please on the editor for the dialogue? Oh wait... I know what you mean... lol. Yeah I actually have edited it but I just haven't put in that new text into the beta since it is not yet finalized. I am assuming you just mean grammar/syntax type stuff?

    I will look into the camera ASAP... thanks for checking it out.

  • Nice graphics and the move the mouse click is amazing.

    Is the game size so big? and what resolution did you use?

    Thank you so so much. 640x480 resolution but the faces are much higher and compressed. Without the music (since that's streaming) that episode is about 3 MB right now.

  • Episodes 1-6 of SNES Explains Everything; a JRPG based retro narrative made with Construct 2. Finally, but probably not finally, done rebuilding the story and redeveloping everything. Any/all feedback welcome.

    http://www.snesexplainseverything.com/? ... b=episodes

    Major edits have been done around loading times and bugs fixed around some ajax calls issues. Should work better on Mobile too if you can give it a shot.

  • Sent a PM with my contact info tsumea.

  • Do you do Sprite/ Pixel art?

  • I would like to contract a sprite artist to take existing sprites that I have and add frames to my spritesheet.

    Here is an example of a completed sprite sheet from Final Fantasy 3https://dl.dropboxusercontent.com/u/141339319/Locke.png. My sprites have poses for idleRight, walkRight, just about 12 basic poses. Please contact me for details and have examples please of your work.

    THANKS! Look forward to working with someone form here.

  • Ah ok, sorry about that. Makes total sense. In the future I will not include any third parties.

  • Same here. Found how to reproduce it a bit finer without 3rd party plugins.

    Link to .capx file (required! If link is blocked remove the http and www parts):

    https://dl.dropboxusercontent.com/u/10316081/Construct/Error.capx

    Steps to reproduce:

    1. Create 2 Different Tile Maps

    2. Give Them Different Tile Sizes

    3. Reset the layout (Press R)

    Observed result:

    Java Script Error, Game Crash

    Expected result:

    No problems on Restart

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 7 Ultimate SP1 (64 Bit)

    Construct 2 version:

        160.2 (64 Bit)

    Thank you. Didn't have time to pull out the plugins. Appreciate it.

  • Link to .capx file (required! If link is blocked remove the http and www parts):

    dropbox.com/s/q9afz8du4ibuuk9/ep1V006%28c%29withTown%20-%20Copy.capx

    links to folder containing extra third party behaviors and plugins:

    dropbox.com/sh/k48stdhou2gvgdy/PPZwrUKS-i

    Steps to reproduce:

    1. In preview mode for "initialLayout" click along the dirt path until you get up to the top and over to the far right. it's a click to/pathfinding movement so essentially just follow along the dirt path.

    2. As you get over to the far far right, in the previous construct 2 version (r159) she would then transition to the "Town" Layout. Right after the fade completes, the bug occurs.

    3.

    Observed result:

    link to popup of bug:

    dropbox.com/s/u1lftg7wpad9qwk/bug%20pic.PNG

    Expected result:

    Transition to "Town" layout.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 7 Pro Service Pack 1 (64 bit)

    Construct 2 version:

    r160.2

  • Interesting idea... that's definitely an option. I was considering doing something that would use the browser expressions and query strings on the end of the URL to call specific layouts... I wonder if that could somehow limit the number of items loaded...

    The iframe is definitely an option though...

  • Right, I am sorry I did a poor job of explaining it. My game is episodic and would be hosted on my site and I would keep expanding the layouts, which would basically be episodes, and adding them to the site. I want to make the loader layout an episode select screen. As such, I don't want to load the project files for episode 10 when they are only about to read episode 1.

    Is there a better way to do what I am getting at? Project files looked like another possibility...