mercy's Forum Posts

  • Latest CRT mode demo video of #adlengine; my open world multiplayer text adventure engine.

    You created an excellent atmosphere! How about these colors? http://i.imgur.com/2j6rkOo.jpg

    Much less straining for the eye to read and type than red in my opinion: (sorry for the intrusion)

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  • My prototype this future platform game

    The sprites are changed in the future, these were used for the programming to be done more quickly.

    That character looks amazing! Must have been lots of work and coding those superb moves. The weapon modes are cool as well.

  • So far I'm failing miserably to do the first monster for my hardcore-combat oriented RPG project:

    But I found a 'concept art' and getting closer, above 4th is ~30% along the way. The final adorable and fun looking monster (unlike the above) has to have the following animations: attack, get hit & hurt, dodge attack, collapse dead.

  • Inventory system studies

    Really nice work! I love when artists consider showing loot in relatively big sprites. Makes all the difference, because people usually like to observe their precious loot. Its very satisfying to grab a new sword and see a big detailed sprite of it, place it on the character to use and hear the gratifying clang of the metal. inXile in Wasteland 2 tried to get away with tiny soulless inventory icons and we told them do it at your own risk, meaning we won't buy your junk then! They came to their senses and did okay looking real rendered icons.

  • Replace the fonts, because its hard to make out the letters. Use something clean and nice like Braveland on Steam:

    http://store.steampowered.com/app/285800/

    or Crowntakers:

    http://store.steampowered.com/app/294370/

    Its important if you want to enchant players with your story and want to get their attention you __communicate__ the info as best as you can, which includes clearly visible fonts the eye can instantly recognize, instead of:

    • What the heck is written with in this weird type?

    Map graphics:

    You did good here. Make the background = environment slightly darker so the player + enemy characters can POP from the image/game. The player should concentrate on whats moving and what to interact with.

  • Mystery of Black Mountain (Тайна Черной горы)

    This is quest game in pregress.

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    official web page is http://mountain.mult-art.ru/ we can play in minigame

    Looks finished. I'm surprised how deep of a game you did with C2. <img src="{SMILIES_PATH}/icon_e_surprised.gif" alt=":-o" title="Surprised"> This seems to become a good seller on Steam.

  • Marrow Trailer

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    Marrow Environments Trailer

    Superb atmosphere you created there! Congratulations. First I thought the guy is able to overtake / possess monsters in some weird way. Amazing stuff!

  • fixed up a GIF

    Jesus, man! This is groundbreaking stuff together with your awesome Youtube video, where you just found some of the best soundtrack, which is totally complementing the game, creating the Event Horizon atmosphere. ) You have a blockbuster financial success on Steam, I hope!

  • Ship is turning very slow, albeit SPACE works for shooting. Maybe improve the beginning graphics, in its current simplicity it is off-putting to see so simple a game screen. Add some stars background and maybe structures floating in space? Dunno what's up with the speed, its slow in Firefox.

  • WOW! Most excellent game prototype. Runs on NWJS with superb speed.

    I saw the amazing "The Quest" on Steam - most beautiful UI I saw in years in an RPG - and wondered, why they could make the combat soo annoyingly simple and _not fun_. Your game could have a setup for the controls you show on screen, to be saved and everybody can play in their favorite camera settings.

    * You MUST have good animated combats,

    * with blood splatters,

    * sword swings and

    * monsters bodies/legs thrown high in the air as they fall from the player's blows.

    * Vice versa if the monster hits the player.

    * If you wanna get rich:

    + DODGE: Add LEFT<-->RIGHT "rolling on ground"-animations for when enemy archers [seen in the distance] shoot an arrow, players can notice [seeing the enemy drawing his bow and the arrow shoot animation and the telltale sound it should make!] then you must display the incoming arrow to be seen by the player so the player can dodge. Different enemies shoot the arrow at different speeds, making the dodge-action success more difficult.

    + AXE THROWING ENEMIES: player can see incoming thrown axes [spinning] or swords [spinning] and try to dodge these

    + MAGIC MISSILE shooting enemy mages: easier, since you can animate an energy-missile and simply scale it up as it is incoming and the player should be able to dodge these too. Albeit magic might help guide the missile to the target a bit..

    You could make so much money with this game on Steam. Believe in yourself!!

    So much junk is sent to Steam for Greenlight nowadays, you could rake a path among those games!

  • I wish I could jump to next frame / prev. frame with the cursor keys.

  • What kind of fast Image Sequence Editor do you use?

    I need a C2 animation frames -style image sequence editor, where I can load and quickly rearrange image frames (loaded as a sequence for example FIRE__1...40 originally) and see the animation playing in a window always or press PLAY or have PLAY ON always to get a feel for the fire animation flow.

    When satisfied with the image sequence order and the GIF-style animation playing looks good, I want to save the new image sequence as fire_1.png....fire_15.png then ==> to load it into C2.

    Do you know of such a program?

  • My current Work in progress. It's an action platformer built around an original character of mine I'm hoping to turn into a franchise:

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    Has a lot of potential!

  • Works fine in Firefox 40.0.3.

  • So then if any more than 1 animated sprite is displayed on screen, playing the frames looped, the second sprite will always be an added resource hog, no matter if it's an "instance" of the first sprite or a completely new sprite.

    More sprites linearly increase CPU and RAM usage then, I guess.