megatronx's Forum Posts

  • You have to create private var instead of global one for each enemy. than put them in a family and call it trough event.

  • I don't think it's a lost cause

    you just have to make it something ridiculous rather than a straightforward good old style shooter

    like if you made it look as busy as Gratuitous Space Battles

    zooming in and out like Spore cellular stage as you suped up your ship to insane proportions

    using the full power of construct to have complete visual overwhelming insanity all over the place

    and make the powerups get awesomer and awesomer until there's tentacles coming out of your ship and grabbing nearby ships and hurling them to the ground, while miniature ships fly out of the back of your ship to circle around and support your ship, it might be a cult hit

    but if it's just a great old style shooter without some fanservice exaggerated insanity

    I agree it probably won't sell well

    I do think the art style looks great btw

    Thanks

  • Thanks for your advice. I've asked around but not many people replied. I'm thinking about giving up this project now. It might sound harsh and not very indie but i need to make some money thought. maybe if i would add some achievements and unlockables? Thinking what could i do that i could make fast.

  • How to make and action to slow everything down except player and players weapons?

  • If you want to make a commercial shmup with the goal of making money, sadly I've heard from experienced devs that the PC is a miserable platform for it. Not only do they generally require a game controller to be played properly, which PCs don't come standard with, as I hear they don't sell well either.

    However, if you're still determined, then here's the review.

    Ditch the acceleration deceleration of the ship. Shmups are the twitchiest of twitch games, and if I press up, I expect the ship to go up instantly. It's not realistic, but it plays much, much better and in these games gameplay is king.

    All bullets, bombs and lasers need to be easy to spot at all times. Use high contrast to make them easy to spot (watch videos of Ikaruga to see what I mean). Also, the particles from the explosions hide stuff like the lasers too much. Render threats on top of everything else like explosions.

    As I mentioned about twitch gameplay, the controls need to be razor sharp. The same frame the button is pressed the bomb should explode, saving the player from what was about to hit them instead of moving to the center of the screen first.

    Serious overuse of particles.

    Add some way to adjust movement speed while playing. Einhander was awesome that it could be adjusted without powerups.

    Periods of way too much waiting while the boss simply sits there.

    Needs more impressive weapons (I assume you simply haven't made them yet).

    Thanks for your review!

    That's really bad news that they don't sell very well :< I was actually considering making it for an iphone, but my circumstances pushed me for solution that is quick to realize. Let me ask you a question than: what would be the best selling 2d games on pc atm?

    I'll take your advices regards to controls, bombs and lasers. However i do like that amount of of explosions. I might reduce amount of shoot particles thought, and I'm planning on using textures.

    I'm planning on implementing shop system where you're buying better gear, so by buying better engine your speed will increase.

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  • > Thanks. Will tweak controls for sure! But do you mean that these controls are bad?

    >

    Not bad... just different from what I'm (and probably most shooter fans are)familiar with.

    Non-instant acceleration/deceleration does add a bit of challenge, so I guess that could be a plus for some.

    Would it be a plus for you?

  • Instead of having the entire boss be damageable maybe try giving it specific weak points to destroy?

    Yeah, yeah, i was thinking about it. If not this one, definitely other bosses. I might use this one as first one.

    I like the look of the ships and you have some varied enemy attacks, which is good. The control feels strange, though... most shooters instantly accelerate you to your maximum movement speed the second you press a direction, and you then stop in your place as soon as you let go of the key.

    Anyway, nice demo.

    Thanks. Will tweak controls for sure! But do you mean that these controls are bad?

  • Hi there,

    So i've started working on new game. I'm aiming for commercial release.

    I would like to ask you to check how this boss fight plays in your opinion and give me feedback please!

    Thanks!

    file

    http://www.box.net/shared/hevmvledhl

    Controls:

    Arrow keys, movement.

    Hold Ctrl: laser

    Z: Bomb

    To activate a fight with boss press Q

    Counters:

    Yellow: bombs

    Red: Armor Energy

    Green: Shield Energy

    (n)C: number of available energy shield containers

  • I'm back with horizontal shooter game I'm working on.

    Pictures from my game, beta version...

    Verry cool. Congrats

  • Really cool effect. One question : is there a way to turn it off in the editor as all my sprites are white now ^^'

  • just played it. it's really cool. did 1008 ft. And died only because nails where behind plant with jump power-up

  • Thanks for that. It does work better. However, I've got new issue now. Particle explosion is only happening now from the place of the sprite thats life is equal 0. The other one disappears without explosion.

  • Hi there,

    So I've bumped in to an issue with 3 objects working as 1 main object. Everything works fine until there is another one of these main objects on the layout.

    There are 2 sprites and 1 line between them with start and end of it always positioned to sprite 1 and sprite 2.

    When there r 2 more sprites that need the line, line doesn't appear.

    What should i do?

    Thanks

  • Ok,

    I reed most of this topic. I understand your problem with not willing to learn programming ( because it's boring for artists).

    I pulled out a prototype of a platform game, with few features that needed some eventing, with decent gameplay in two days, only to learn construct. I did had small help with few things, but you want learn things u don't know until someone show you how too. So i learned :> So that depends on how smart you are... just kidding.

    Go to http://www.scirra.com/forum/viewforum.php?f=8 for tutorials, find the one that r most relevant to what you need.

    I'm very basic in Construct, and most things i do are not best solutions event-wise, but they work

    Prototype of your game i could make in up to three days.

    And i know RMVX ( and XP, and 2K etc) very well. And believe me that the biggest difference is the interface and possibilities but its not that much harder to use it. The biggest difference thought is the fact that you have to make your own engine using plug-ins and events.

    So my advice for you is to do 3 simple little prototype games for every part of your main game and experiment with your ideas. And then star new project and include everything you learn in it.

    Hope that helped

    cheers

  • i found this amusing

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