mudmask's Forum Posts

  • Cranked out a title screen and basic level select layout for Caver O'Connor!

  • Are you using a loop or a function that should only run once, but is running the entire time? Have you checked out the 'profile' tab in the debug view to see if anything is maxing out the memory?

  • Seems to work fine, though being able to jump up a rope always peeves me a bit!

    Ok cool - how so? What would feel more natural to you?

  • YoHoho - thanks! You can also press 'jump' again to grab a rope, so you aren't having to worry about pressing too many buttons.

    Would you rather see him grab the rope automatically?

  • I think it's quite hard to grab the rope

    Hey thanks for the feedback, can you be more specific? For example, what made it feel difficult, and what would you expect to do to grab ropes instead? Also, did you make it to the end of the level?

  • hey thanks guys! YoHoho - I didn't notice that. maybe that could work out for some people though?

    Prominent - thank you for trying it out - I'm bouncing around the idea of having different ways of defeating enemies... but maybe I'll just keep it simple.

  • Hello Everyone!

    Trying to scale back some of my larger projects, and I'm just about ready to go full swing into cranking out levels with my current project - "Caver O'Connor" - which draws some inspiration from some old games like the gameboy donkey kong that came out a long time ago. I was hoping I could get some gameplay feedback - namely on the rope climbing aspects.

    Gameplay

    Demo Build (10-23-2015)

    http://threesevenhosting.com/builds/caver/10-23-2015/

    Controls: On Screen, Keyboard (arrows and Z), and Game Pad. In order to grab the vertical ropes, press 'UP' or 'JUMP' in mid air. And that's it! Try to grab the Golden Monkey Head at the end of the level.

    Thanks guys! I hope you enjoy it!

  • Tinimations wow man, looking good

  • An AI / game play test for a project I'm working on called "Caver O'Connor"

    I guess there are a few cave-ish type games out there now, but I'm actually pulling a little inspiration from Lode Runner and Mario (specifically Donkey Kong on Game Boy) for this one.

    I read a lot of tutorials on ledge / edge grabbing, but they all involved using some kind of hidden point that needed to be manually placed to activate the hanging mode.. so for this one, I built my own, using hidden detectors that are pinned to O'Connor in the upper left and upper right. That way I can crank out levels pretty quickly and not have to worry about placing little elements in the stage that he can hold on to.

  • So I noticed that the google play plugin, once it finally starts working in beta, opens up a web browser on my android device in order to prompt a login. Is there a plugin out there that uses the more streamlined login that we see in most other apps? I did try out the Cordova Plugins Phonegap Game plugin... it seemed to work ok a few times, but I found the documentation to be a bit difficult and the repository itself pretty hard to navigate. Not to mention, exporting using intel XDK wasn't super well documented, and after making a few beta builds I decided to move on.

    But am I right to think that the first party plugin doesn't have this kind of functionality?

    Thanks guys!

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  • this is great man. I've read some pretty critical comments about what is and isn't possible with construct 2 since I started tinkering, and I think this is really a good example of what can be accomplished.

  • Man, this looks great. Would love to hear a bit about your Wii U experience... I'm still waiting on my application to go through.

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    > Some top down z movement testing, in a combat scenario. Similar to what you see in games like secret of mana.

    >

    Really liking your sword movements in the gif above. I've noticed a lot of top-down action rpgs struggle to convey movement of the sword with simple things such as walking in different directions, but here it looks good!

    Thanks man - I really feel like small things like that help a player get into the game all the more. It was much easier just leaving it out the sword itself is part of a modular weapon system, and will eventually be able to be switched out with other weapons (like a long spear for example).

  • Some top down z movement testing, in a combat scenario. Similar to what you see in games like secret of mana.

  • ah there we go. looks great man.