oldsatchmo's Forum Posts

  • Oh, wow. It seems like that Newgrounds.io API is exactly what we need for C2.

    I might be missing something, but would one be able to download that javascript library and use it to make a plugin?

  • Thanks for playing!

  • Hey, y'all! This past weekend, my friend and I made a game for Game Jolt's Indies VS Gamers jam. It's a no-button arcade platformer called Love & Devour. The goal is to get a crocodile to jump at your cursor, so she will eat the fruit that's floating by. Once she eats enough, she'll lay an egg, and there will be another croc to deal with. And watch out! If any of the crocs catch you, it's curtains!

    The game looks like this:

    We had a blast making this game in Construct! We've continued working on it after submission, and we'll probably have an update ready as soon as the jam is over. Anyway, I would love some feedback. And if you happen to have a Game Jolt account, go ahead and give us a vote! (If you like it).

    Play the game here: http://gamejolt.com/games/love-devour/81055

  • This is something I've also been very interested in lately. It seems like one could turn Construct 2 into a powerful synthesis tool. The implications for dynamic audio would be incredible.

    But I'm kind of in the same boat, just barely familiar with the SDK.

    Have you made any progress in this area? I'm considering taking a serious crack at it, but I don't want to duplicate anyone's work.

  • Thank you kindly!

  • The open beta is finished, y'all! Thanks so much for the feedback. It was super helpful.

    You can play Rebound here: http://micahjones.info/rebound/

  • Open Beta v5!

    Took me long enough. The main change this time is a complete redesign of the menus. Though functional, the previous menus were text-based and a bit messy. And I wanted to add a couple things. There are new graphics explaining the controls, and you can change the volume for sounds and music. You can also exit to the main menu. What took me the longest was the world-hopping menu. Now you can view your progress through the game at any point in the pause menu. And once you've completed the Thermosphere, you can select any world and teleport immediately, without having to return to the station first.

    Another minor change: the stompable blocks in each world now respawn whenever you die.

    I've begun work on a trailer, and unless there are any glaring issues, the next release might be FINAL.

    *fingers crossed*

    You can play Open Beta v5 here: http://micahjones.info/rebound-open-beta

  • New release of the open beta: v4.

    There are a couple bigger changes this time. The first is something I should have done a while ago. I changed the main character's sprite to a single-frame box that never changes size or image point. Before this, I had used the same sprite for events and animations. This caused collision problems throughout the game, so I separated them into two sprites: an invisible one for events that contains all the necessary behaviors and variables, and a visible one that rests on top and contains all the animations.

    A word of advice: if you're working on a larger-scale platformer (or really any game that relies on collisions and utilizes several animations), separate your "Platform behavior" sprite from your "animations" sprite. This is covered in the Platform behavior section of the manual (which I definitely should have read before spending almost three years working on a platformer). It's a little more work on the front end, but it will save you time and energy in the long run.

    The other big change: gamepad support! I tested with Xbox One and PS4 controllers, but any gamepad that uses the same button layout as these controllers should work. Please note that you'll need to run the game in Chrome to play this game with a controller. The way that Firefox maps gamepad controls is wonky, as far as I can tell.

    These two changes are pervasive, and I would love to hear about any issues you encounter. As always, thanks for playing!

    http://micahjones.info/rebound-open-beta/

  • Thanks for your feedback! This is super helpful.

    Yes, I think you managed to find the most difficult part of the game. It's a semi-secret path to the blue crystal. But I get what you're saying about trying to figure out that third puzzle. I'll probably create a checkpoint, so people have a better chance of getting through it.

    The ship hub is the last world of the game. From there, you either return to the previous worlds, or "send a transmission", which basically means triggering the end-game events. You can see where you've found all the secrets in the "Return to Earth" menu (indicated with a little star), but I'll probably need to make that a little more clear. And I'm certainly not opposed to showing the player's progress before that point. I'll sit down this week and think through menu stuff.

    I have actually considered a time-trial mode. I think Rebound lends itself to speed runs.

    In any case, thanks so much for your help!

  • Cool! Thanks so much for playing.

    I would love to play your game whenever you're ready for people to see it. Is there a devlog I could check out?

    Again, thanks for giving Rebound your time. As far as I know, you're the first to reach the end.

  • It can be tricky at first, getting used to the rhythm of the bouncing mechanic. Hopefully it wasn't giving you trouble in a buggy way. Did you play it in Chrome, or another browser?

    In any case, thanks for playing!

  • I uploaded v3 of the open beta last night.

    New this version: enemies now respawn after you die, each world has new parallaxes, and you can skip dialogue by holding the "Esc" key.

    As usual, any feedback would be most helpful! You can play Rebound here: http://micahjones.info/?page_id=712

  • v2 update! I uploaded a new build of the game. You can follow that same link in the original post to play it.

    The biggest change is that enemies now respawn in the Prairie world. My plan is to continue doing this throughout the game, but I wanted to get some opinions on how it works early on. I'm guessing this will make the game a bit harder. I would love to hear your thoughts on the difficulty, because it's a challenge to gain perspective on that aspect of the game. (When you've been working on something for a while, it's nearly impossible to view the project with fresh eyes).

    Another change is that now, if you press the "v" button during normal gameplay, you can view the game's fps and version number.

    There were a few other minor changes. In this version, dialogue screens appear and disappear more quickly. As per troublesum's suggestion, I'll probably add a "skip dialogue" option in the future. But for now, this small change makes reading text a little less tedious.

    A quick question: has anyone made it past the Prairie levels yet? I worry that people's first impression of the game is underwhelming, and I would love to address any issues that are preventing players from progressing to the other worlds.

    As always, thanks so much for playing!

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  • Thanks!

  • Thanks for playing, y'all!

    Yes, you can stand on top of the majority of the game's enemies. Some will continue to hurt you (like the spikey fellows), but others will just go about their business.

    It does get kind of monotonous whenever you die. I feel a bit silly for not realizing that before now. I think today I'll sit down and try to come up with some sort of checkpoint system, or dynamic enemy respawning, or maybe some combination of the two. In any case, it's slightly absurd to run back through an empty level.

    Thanks for your comments! It's super helpful to get some perspective on this project.