PSyCHoHaMSTeRza's Forum Posts

  • Hi everyone.

    The new and improved demo is out. It now supports save games, has some visual improvements and the first part of the story.

    construct.net/en/forum/construct-3/your-construct-creations-9/latency-demo-out-148281

  • Hi guys. I finally have a demo of my game Latency up and running. Three of the 8 levels are unlocked for you to play. There might be some bugs (I know there is a slight visual bug on level 3, I'm working on it) but it is definitely playable.

    I'm trying to add a story element to it as well, but the story doesn't get spoiled in the demo.

    Have a go and tell me what you think! Please share it with your friends if you think it deserves to be shared.

    https://psychoza.itch.io/latency

    You can also like my Facebook page if you want to be updated.

    https://www.facebook.com/psychozastudios/

    Tagged:

  • Hi all!

    Let's say I have multiple levels in my game. I have one event sheet that controls the basic code for every level (controls, AI, etc) called Game-Events. I also have level specific events that I have in a separate sheet (eg special enemies) that is called Level-x-Events

    Which is better, assigning the Game-Events sheet to the layout, and then including the Level-x-Events, or assigning the Level-x-Events and including the Game-Events?

    Is there a difference in performance?

    Thank you!

  • Thanks, I am going to implement this.

    For anyone else using this with a custom spritefont (I made mine with this https://www.construct.net/en/forum/game-development/tools-and-resources-27/sprite-font-generator-v3-64038), firstly, make sure you colour fill the < symbol and you erase the > symbol, also make sure the character set in the spritefont properties match the character set you used to export your spritefont, otherwise the blinking cursor won't work.

  • Nice concept and style. I can imagine adding more commands and needed actions on more complicated levels. I also _wonder_ if having an 'up' arrow for older commands would feel good or if it's better to type out each command every time.

    Option for more 'advanced' players or more complicated levels to allow multiple commands on one line with ',' representing a fixed delay? e.g. north,,,,east,,north,,,south Just some thoughts, looking forward to the next iteration.

    Hi

    Yeah I also think that I might add more commands, such as manipulators for the speed, or perhaps even a "pick up" command.

    Regarding the up arrow thing, I'm not sure I will do that. I want to elicit that slight feeling of panic when a player approaches a wall and misspells a command. That's one of the reasons I didn't abbreviate the commands (N, S, E, W, for example).

    Multiple commands might come in later, perhaps as a separate game mode, but not part of the main game.

    Thanks for the suggestions!

  • I loved your game. Let me say that again. I LOVE your game.

    The basic mechanic is very good, the concept is awesome. I love the aesthetics too, very appropriate and accurate.

    I agree with dop2000 that there are some interface problems, but they're definitely easy to solve. I disagree in terms of difficulty, since I found it quite easy. But I understand in a full game you would gradually increase the difficulty.

    Overall, it's a very cool game and I'd definitely play it. There is some improvement needed to make it a viable product. I could help you on private if you want, since I'm a professional game designer with around 15 years in the industry and I might have some valuable tips to share.

    Well done!

    Cheers!

    Hi

    I would love some tips. I have limited time to work on the game, but this is the best prototype I've managed to make so far, so I would like to finish it. Please feel free to add me on Discord: PSyCHoHaMSTeRza#9687

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  • It was difficult, but fun!

    I really suggest you replace the text box with spritefont, it will look and work much better, as I told you in another post. Also, since this is supposed to be an old terminal, you shouldn't be able to select text, use copy/paste etc.

    Thanks! Yeah the text box is kind of a placeholder. It also doesn't warp well with the bulge effect. I mainly used it because I really like that font. Once I manage to replicate it into a spritefont I will change it, because I find the default spritefont kind of ugly...

  • Hi guys. So, I made a game and I would like some feedback. It only has one level at the moment, but depending on the feedback I could make more.

    Here is a link to the game, it's called Latency:

    https://latencygame.netlify.com/

    When you are done playing, could I also ask you to fill in this survey, if it is not too much trouble?

    https://drive.google.com/open?id=1O6osyvKm5cePxZvULi9B_u9Oq9HBHiN24r-7PX4Be5U

    Thank you so much everyone.

  • Hi guys

    I am using Construct 3.

    So, I want to make my text input look like a console or terminal. More specifically, I want a blinking cursor in it.

    This website has a good example of what I am looking for.

    blog.carbonfive.com/2015/01/07/vintage-terminal-effect-in-css3

    Though I will also be happy with a blinking underscore.

    I know a little bit about CSS (already changed the font, colour and background of the text input how I like it), but it's the classes and ID's and stuff that mess me around here. I don't know how to use them in C3 because I can only change Properties and Values.

    All I want is the blinking cursor that moves along as I type.

    Thank you in advance!

  • This is the first ever game I made to completion and managed to publish. I know it can be improved a lot, but this is my baby. Care to give it a go?

    play.google.com/store/apps/details

  • There is a live chat example you can look at.

  • Okay great, thanks!

  • Hi folks.

    So, I have this dropdown list with some variables in it. Let's say Rock, Metal and Pop. I want to save the selected object in a variable that I can use as a tag.

    In other words: If I click on Rock, the variable should be set to "Rock" and not Rock. That way, if I want to use the "Rock" tag in something, I can just input the name of the variable, right?

    Right now I have When List clicked, set Variable to List.SelectedText

    This saves the name of the text, but without the quotation marks. If I make it ""&List.SelectedText&"" it makes no difference.

    So, how can I save this List.SelectedText with quotation marks to a variable?

    Thanks in advance

  • Agreed. I already got a license, but can't do anything except post to Scirra Arcade. Even there it doesn't even seem like the Leaderboards are working properly.

    Beta or not, I paid money for it. I don't feel it is fair to pay an incomplete product, considering I have to pay again after a year.

  • Hi

    If I stretch a sprite out, it will kind of fade at one end. Like if I make a new sprite, say 64x64 with a solid colour. After I place the sprite, if I decide to stretch it out (like to make a floor or platform) to 20x700 the end will fade to white.

    If I set the sprite to 20x700 inside the editor, it works fine.

    Look on the far right of the sprite. It's supposed to be a solid colour, but instead we get that kind of faded look.

    I'd just like to know why this happens. Is it supposed to do that? Out of curiosity I tried the same thing in CF2.5, and the colour stays constant. Is it a bug?