MtnHermit's Forum Posts

  • Just uploaded a trailer for Frenzied Dungeon onto youtube:

    https://youtu.be/mQmrsOCTTEo

    Let me know what you think! Thanks!

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  • Just added the first trailer for the game on youtube!

    https://youtu.be/mQmrsOCTTEo

    Trying to finish up and release by the end of September, check it out and let me know what you think. Thanks!

  • Thanks guys.

    I went through the whole troubleshooting Construct 2's preview server"" guide, with no luck though.

    I'll look into upgrading my operating system.

  • Well, ended up reverting to version 195, and it works now. Would still love to update though. Relieved I can keep working now, but still...

  • Thanks. I'm pretty sure XP is still supported. The idea of upgrading kinda makes me cringe.

    Ran cmd, and netstat command for active connections, checked port 50000 and is listed as open and listening, cannot figure out what the problem is.

    Edit: Tried DMZ option in router to bypass the routers on firewall settings to see if it was an issue, no luck.

  • Problem Description

    Just bought C2 and upgraded to the most recent stable version (206 32 bit). My preview doesn't work anymore. Tried the LAN preview as well, and am getting no results. The localhost preview doesn't come up with any error message, and refuses to load anything (no splash loader screen), and LAN only comes up with "The connection was reset". Same error in both Firefox and Chrome.

    Tried the obvious, restarts of Construct and browsers, restart computer, tried LAN preview, changed ports (tried multiple ports range from 49153 to 50001), changed firewall exception settings, completely disabled firewall, changed router settings for allowed range of ports, as well as IP , edited HOSTS file, ran as Admin. Also tried uninstall, installed the newest beta version (209), still no luck.

    Super bummed since I finally just purchased the software. Any help would be great.

    Operating System and Service Pack

    Windows XP Service Pack 3

    Construct 2 Version ID

    206 Stable 32 bit, and 209 Beta 32 bit

    Edit: Also no server software, no proxy or vpn, or anything. I had disabled and eventually uninstalled these while troubleshooting.

  • That miniboss looks so awesome!

  • mudmask thanks! I'd like to get a demo up relatively soon, I'd like to think it could realistically happen shortly here. I am getting close to fixing some things that make it difficult to navigate, like non functional buttons and stuff. So hopefully sometime soon.

  • bclikesyou whew, glad you think its got a little more depth than a flappy clone!

    Thanks for the positive input guys. I've started working on the first boss right now. Soon as I get something working I'll put a few screenshots up of it.

  • 8/17

    Trailer Link :

    https://youtu.be/mQmrsOCTTEo

    Let me know what you think!

    6/30 Update:

    Partially finished with making my first boss. Really bad at the event sheet editor for setting up boss mechanics that cycle through different movement patterns. I kept breaking everything I made and was really slow at developing this guy. It was a fun exercise in things not to do. I feel like the sprite is too small and not really enough of an ominous boss, so I want to make some changes, i.e. just scale it up haha.

    6/23

    Not a real title, just haven't come up with anything yet.

    This is a WIP I've been going on for about the last 2 months with my spare time.

    Most of the pixel art is from a opengameart, cant post URL's yet but FYI you can look up the user "buch" and the tileset for "A blocky dungeon" and find the art.

    Coin animation is from "Clint Bellinger", "Animated Coins"

    Font is also from there, "Boxy Font" if I remember properly.

    This is pretty much my first game. Got a little into developing one partially earlier while learning the program, now I'm feeling like I really made some strives and am developing something more than the bare bones of a game.

    Simplistic overhead runner, trying to incorporate fun platforming gameplay mechanics.

    Keyboard controls have been working great, finally settled on mobile controls as well. Went through a few different mobile input methods for controls. Tried tapping on left/right side of screen to move left or right, but wasn't quite precise enough. Tilt ended up being no fun at all, it just isn't exact enough or enjoyable to play this style of game with. Now I have a slide your finger across bottom of screen where the character moves accordingly, hopefully enjoyable for others and not simply because I'm getting used to it <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I've just gotten developed a working level select screen this week. Alot of the gameplay mechanics are already in place, so level design is starting to speed up. I have ten levels finished at this point. I have been planning to design some boss levels into the game from the beginning and have ideas sketched out pretty well in terms of mechanics, just trying to figure out how much including this scope is going to take.

  • The reason I was asking about on screen controls was because it appears to be a single screen game for at least some levels (the impression I get from the first screen shot anyway). It looks like your fingers would be directly over where your character starts on the left and where the key is on the right, which might be distracting? Or is this just a zoomed out shot of the whole level for the meantime?

    Regardless, looks great, keeping an eye out for more!

  • Oh man, this looks so awesome! Can't wait to see more.

  • I might have to whip up a simple capx version of this problem, partially since I might not be able to explain it clearly, and mostly because I don't need to post the entirety of the convoluted, messy event sheets I have at the moment haha.

    So essentially picture an overhead, top down running, where a sprite is constantly simulated moving up. The tileset which collisions are detected for is set to solid. So, the character is supposed to die anytime it runs into a wall running perpendicular to the y axis.

    So to do this, I have set a global variable as sprite_prior_y, which gets the sprites y coordinate prior to its movement.

    After this, simulate control pressing up, then:

    sprite y = sprite_prior_y

    then

    call function defeat

    So this all works great, allows smooth movement along walls running along the y axis, destroys sprite when crashing into an impassable wall, etc.

    The problem is when my computer's performance happens to be slow. When the slowdown occurs sometimes (I assume) the sprite y is equal to its prior position, and the defeat function is called. The character is just running along near no solid objects and suddenly the level fail events take place, always when the framerate is really lagging. This actually happens really rarely, only when I'm running multiple programs in the background, but still, frustrating when it does occur.

    I assume I'm just not understanding how something is occuring related to dt or the way the event sheet is executed when computer performance is poor, so some input would be greatly appreciated! Thanks!

    If this doesn't make sense I'll happily set up a quick, simple capx illustrating whats going on!

  • Loving the pixel art style for this. How are you planning on implementing on screen controls for mobile?

  • I've been working on this pretty simple game in my spare time the last short while, and learning Construct 2 in the process. Really excited about how easy C2 has been to pick up, making this has been alot of fun so far. The gameplay is really basic, randomly spawning waves of enemies fly towards you as you try to jetpack your penguin character as far as possible.

    Currently I have some various combinations of enemies that fly at you in different "waves", then randomly choose a newer, harder wave as you progress further. Just made the basic temporary menu today.

    [attachment=2:3e23mt6x][/attachment:3e23mt6x]

    And here's two basic gameplay screenshots

    [attachment=1:3e23mt6x][/attachment:3e23mt6x]

    [attachment=0:3e23mt6x][/attachment:3e23mt6x]

    Starting work soon on some basic power ups you get for every 100 coins collected in game, and making the game a little more balanced in terms of often intervals last between spawned enemies, and making things generally better designed. I'll try to get a demo out pretty soon as well for some feedback. Thanks!