notnsane's Forum Posts

  • I dabbled a bit with the 4 player splitter by valdarko:

    Now I want to do this with Paster since it seems it's the way to go, right?

    What I need to do, is switch the cameras from the example, to this:

    I already did in valdarko's example by modifying this:

    Though I cannot set the resolution I want (1280 X 720), it's always broken.

    For now, I'm trying to "port" this to Paster, though I barely have any idea of what I will be doing, so any help with be very, very much appreciated.

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  • anata pressing "S" does nothing on the demo =

  • Just arrived here, this is excellent, great art style, but has some design issues.

    First, as everyone mentioned, the game isn't intuitive at all. And forget about that Controls screen. You need to design a whole level (or several) explaining the mechanics of the game. While I like to discover mechanics, some of them aren't intuitive at all. I'm using a gamepad, besides.

    One suggestion could be showing the (A) button when you're on top of Junk, so the player knows he can scavenge it.

    You can also throw some text hints on the HUD (per example, when you've got enough Junk, you can show a text "Now you have enough to build your first turret, that will kill those bastards!")

    You can imagine the rest, let the game teach the user, not otherwise.

    Another suggestion might be take care with the language. You're doing an art style which is a bit "childish" (just a bit) so when the character says "FOCK OFF" it's a bit dissonant. Either balance the language or the art (I'd say the language is easier =P)

    But then again, I can see the scope of this game, and I like where it's going. Good luck, mate!

  • Hey mate, wanted to report (again?) that the zip archive is still broken. No probs with the stand-alone files. I'm using WinRAR.

  • Hm. It might be capable of, but expect to put a couple years of work just for creating the game and minor polishing. I'd say go for Unity3D, should have more tutorials and all. You will need a dedicated programmer and also a networking programmer, besides artists and other stuff.

    But really, don't start that high, for MMORPGs you don't just need to know how to make it, you need to know how to balance and how to create pull and constant interest for it. And for that you need a top notch game design background that includes psychology and a bit of economics. Well, you can always hire a game designer I guess.

  • Biilmann or any other around - how reliable is this site? I might start to use it on the future, it looks really good. But looks can be decieving

  • Lowrez jam dates changed to end of May http://jams.gamejolt.io/lowrezjam2014

  • No idea what your game is about, but:

    Sand particles, slower movement for hero, small screen occlusion via brown filter, small sandstorms (with slower movement), more brown color everywhere... just go watch some clips about desert/sand and you will find enough ideas.

    Also throw in some Kyuss or Black Sabbath songs (?)

  • Think about Aspect Ratio instead of resolution, to allow scalability.

  • Question: are you limiting the frame rate somehow? Because I need to do that for a couple of projects and haven't started to check how to.

  • My personal opinion is why isn't Scirra using all that money they got from us and HIRE some temp developers? I'm sure they can afford 10K to deal with all the mobile stuff. If you don't have it, Scirra, take a loan. You know that this will bring tons and tons of new costumers and make C2 the de facto standart.

    I personally can't believe that someone else didn't do it already. It's business gold.

  • I've made some small changes to the layout:

    - Looks a lot better when resizing now

    - Min width 1000px like rest of site

    - Author avatar column reduced in size

    - Font size slightly reduced for forum names and topic titles

    Feedback is of course welcome

    Hey Tom, looks great. Only thing that's bothering me now is that the Forums Titles cell widths are too long compared to Last Post cell width.

    IMHO Last Post cell width has greater importance than Forum Title. Up to you guys, though.

  • Bump for this. Hopefully it will be completely mature when I get my first game on Steam (?).

    So, can any tutorials be made about this? Or is this easy enough?

  • Thanks.

    My current game has no mouse input but will have to insert tons of events if I port it to mobile =

    Oh well, at least it's good to know for the next game, I'll prepare this stuff beforehand.