pinellos's Forum Posts

  • Hi, i've the same issue, but there is the workaround:

    the system says "Error in application /" etc. etc... every time that you send some data, but behind the scenes the data are stored. The problem is that the error page doesn't allow you to continue your submission, so for that the solution is the little menu in the left: you have to select sequentially the various steps, compile every form and send the data, then go back in your browser, select the next passage from the menu and send data. At the end, select the PUBLISH option and your game will be correctly (more or less) send to Scirra Arcade!

    Here my last game, i've found this trick trying to upload it:

    scirra.com/arcade/action-games/qbos-adventures-33770

    Maybe this can be useful to everyone that have the same issue (i've read a lot of posts about this...) Tom ?

  • New demo with 3 levels playable:

    pinellos.com

    Please, i need feedback about control system!

    Mobile: touch the left or the right half of the screen, setting "Full Screen" for best experience!

    Browser/desktop: keyboard controls are "Z" for LEFT and "M" for RIGHT.

  • I've made a site about this project:

    http://www.pinellos.com

    You can play the demo online (also from mobile) and follow the entire devlog!

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  • I’ve recovered ad old concept that i’ve developed few time ago: the idea was to create a control system that make possible to play ad old-styled 2D platform on a mobile device, without have to implement virtual joystick or other bullshits. So, a control based upon the less number of interactions as possible: discarded the one-tap control, that would have forced the gameplay toward some of different from the classic platform-games, i’ve developed this double-switch control system. Use the M and Z keys, on mobile will be implemented two simple hidden controls that divide the touchscreen in half and will have the some function. In the initial menù, click on “NEW GAME” to start. Functions in grey are not yet avaiable.

    Preview:

    Demo online:

    pinellos.com/sandbox/plat_02

    Every feedback is welcome!

  • Hi guys, i'm at work with this simple retro-styled platform intended for mobile devices. Only two switches control the game: Left and Right buttons - press M for right and L for left, jump when pressed both... i'm searching for level designers and pixelart artists....

    pinellos.com/sandbox/plat

  • Thanks!

    I'm currently developing for a text-adventure contest, and I'm busy until the end of this month, but I'm still developing the point-and click system... stay tuned for further updates!

  • Hello!

    I've developed a little demo about point and click adventure system, take a look:

    Bye!

  • In my experience, any device running android 7 works fine and the performances are ok. I've tried with a semi-cheap Samsung model (galaxy j5, a 200€ device) and everything is ok. Instead, any device running android 5 that I've tried (Samsung S3 - S4 - Galaxy CORE) have the same issue with framerate.

    Just my 2 cents. Hello!

  • thanks, i think Ashley have released an SDK to allow the programmers of the various programs (Spriter, Spine etc...) to write themselves the plugins for their application, but the documentation is still in work... As said, i think the only thing we can do is to wait for plugins releases and maybe ASK FOR this in the various forums of the various software... i'm using DragonBones, that can export in spine format, but i will ask in the dragonball forums a native-plugin for Construct 3 when the SDK documentation will be avaiable!

    Bye!

  • Spine and Spriter have both their plugin and works fine with Construct 2... I think the only thing we can do is to wait for a Construct 3 plugin - a plugin that allow you to use the animations created with Spriter in Construct 3 has been released from Brashmonkey, but is still not definitive and you have to read a little tutorial to implement it in your game:

    i've read that Brashmonkey are at work with Spriter 2....

    Bye

  • Hi!

    Some update:

    • I've inserted a new character whit front, back and side movements and idle poses
    • zoomable areas: you can control the zoom of the the screen whit the mouse-wheel
    • dynamic scaling for prospective
    • animation for the door

    https://www.scirra.com/arcade/adventure ... dv01-27460

    I'm almost done whit the basic engine, now I've to write a detailed storyboard and the puzzles....

    stay tuned !

  • Hi Mikal!

    i know Tokio Dark, it's a really well-made project, a success and a great example of that you can obtain from C2... but personally i've don't liked it, i don't like the manga-style so much, and i feel the gameplay like an "expanded visual novel" more than a real, solid game experience. Have you played "Thimbleweed Park"? It's my idea of great game design: like the early monkey island (and the more-early maniac mansion and zakmcracken) game, the amount of interactive areas, objects and npcs, merged with a solid narrative structure, make the feel of freedom for the player, that make this games greats! And i think that this aspect is a little mess in games like TD (or the recent telltale games).

    Your game seem to have a lot of different choices in terms of game-mechanics, my advice is to take care about the calibration between them.

    PS: Thanks for the TIG tip! Seems great!

    PPS: my "engine" is a very little thing, about 30 events in total... i don't see any difficulties in making a point-and-click game with Construct, all the "complicated" things are already made (pathfinding, animation-swapping etc...) and you can build anything you want in terms of gameplay, advanced QTE, different control system like platform etc... (that is impossible whit some adventure-oriented game engines like Visionaire Studio or AGS)... maybe i can share my tech with a free tutorial in the future!

    Hello!

  • Hi Mikal! Thanks for the feedback! I'm just trying things, tweaking with the options, and try to have a system capable to manage all the parts of a point-and-click-based game (movements, dialogue-system, inventory, mechanics etc...)

    I'm working with the graphic to understand what is the most convenient way to do it: stylized artworks and cartoon-style design are less expensive in terms of time and work (i've some skills in drawing and art, but i'm NOT a visual artist tout-court and my experience with things like digital painting or post-processing is very basically), but this involve and affect the entire creative process, for example writing a subject that give some sense to a stylized-style art and graphic. All you can see in the demo is at a very early prototype stage, i have to define the UI, the general mood, and the displaying of the dialogues too. If you want to collaborate, i'm open to any creative input!

    PS: i've looked at your project. Rabbits are cool, i've loved "La collina dei Conigli" (the italian for Watership Down), the narrative concept is very interesting. But i've some doubts about the platform-view: in this way, i think, there are some difficulties to exploit the entire screen space if you don't find a way (and a pretest) to fill them with platform, stairs and similar things. I remember some classic narrative games like Another World, that make a great use of the side-scroll/platform type of view, but the mechanics are involved too with this (gun-shoots, barriers, character's run, jump etc, etc....).... Your work is great, technically very well done (animations, effects, mechanics integration...), i'm curious to see the next!

    Hello from italy!

  • Hi guys! I'm at work for a sort of point-and-click-adventure engine, with various features like: inventory, object-combination logic, walk-to-point-system with dynamic Z-order and full-degrees-per-animation control, dialogue system etc. etc...

    A little demo:

    https://www.scirra.com/arcade/adventure ... dv01-27084

    I'm searching for: graphics designer, animators, writers, and all want to collaborate!

    Ciao from italy!

  • Hi man, i've see yours demos, and i liked both versions, with moveTo behavior seems the action pretty smooth and fast, but you have to avoid the problem that if there is an obstacle between the player char and his destination, the player just stop at contact with a solid-object. The pathfind behavior - i think - is perfect for a point-and-click implementation, but you have to tweak a little bit with "rotate speed" (this is the primary cause of the lag when you click everywhere and the characters effectively starts moving, it is NOT calculating the path, just rotating in the direction of the player-click!). It's also important to configure the cell size properly, and set the acceleration and deceleration to high values to reach the immediate start of end of the movement (guybrush not have acceleration or deceleration in his walkcycle at all, for example). Take a look of my attempt, it's done with path find behavior:

    https://www.scirra.com/arcade/adventure ... dv01-26975

    Ciao!