regisRquoi's Forum Posts

  • Hey! You're game is pretty well made!

    The time needed to finish is pretty well balanced (for a first lvl at least), it's kinda fun and the theme is pretty well represented.

    I would just regret some kind of bugs like people who stop walking sometime, but it's fine. (oh and the "Building font" is stretched sometimes (is stretched the good word? Sorry I'm not english x3 ) , but it's not a big deal!

    I hope you'll do something bigger of this, it's nice really.

    Keep going!

  • Hey! I'm sure you've done a good work and everything but, I'd point one or two things out:

    I've watched your trailer and read your indiego, there's somerthing that is shocking me: you don't have any other project to show? How do you expect people to give money to someone who didnt do anything before, or at least is not showing it. Well, I wouldnt give money at least. (Well, you say you were the founder of X1 Game Studio, but it's not enough, give a link, or I dunno, but.. Anyway I found the X1 Game Studio website, and the only game I found doesn't have anything to do with philosophical adventure game, so, how do I know if you're good at writing? Specially since I do not know what you've done on the game I played.)

    Specially since the game looks A LOT like Thomas was alone. Your game need to be unique, and if it looks like another one, I'd like to be sure it'll be different in some ways, or at least it's gonna be well made cause it's made by you.

    See? I'm sure you've worked good on the game, but here I'm just seeing a thomas was alone like; so maybe I'm feeling like "it could be fun" but that's not where I'm puting my money in. I'll may be interested in playing it but I have no reason to buy it.

    It's just advices here, alright? I'm not saying it's plagia, I'm not saying it's not good, just telling you that we can't know, the way it's made. The trailer doesnt show so much things and we don't know your work so it's pretty awkward. Maybe you could link some of your work in indiego, put a demo or gifs that show some unique things about your game.

    Anyway, I'm glad your proud of your work and I hope your indiego will work but it might be good for you to take in count some of these advices I think. Have a nice day!

  • Hey! I'd love to help but infortunatly, if I'm kinda Okay with writing, I suck pretty much at english, I'm not good artist and I just begin with construct2. :p

    Altrough, since I'm there, I'd like to point out you have some game design issues with your games (do you have a dedicated member of the group for game design? You didn't talk about game designer in your presentation.), specially the first one, with the school, work sleep thing. I dont know really where I can comment on it, so I'll just leave it there, it's just advices so you might making it better:

    First, you have a feedback problem. It took me long to realize clicking on sleep and work where doing something to me (adding money and health), and even more long to realize studing could make my grade better (since you actually have to study for a long time for anything to happen). there should be a visual and audio effect when you have your cursor on the buttons and when you click (like in the first menu) and something that indicate you what it does (it can be an arrow the first time you click for exemple). For school, the first click could make you pass from "grade:none" to "grade:F", and there could be a progress bar to know if you're progressing.

    Oh and the health, when you have no health left, there's nothing to say it to you except "0/100", and you have to guess that it stop you from working, that's bad. there should be a visual feedback (the screen turning a bit red for exemple), and something that tells you what it does (for exemple, it could cross the money and the grade when you try to study or work.)

    Also you don't have a meaningful gameplay right now. the only rule you have is that when you dont have health, you cant work or study; and when you study, you work better.

    So actually, not having health means nothing but needing to click on 'sleep'. While in every other game it makes you die! (which btw make me thing you could rename it "energy" cause it'd be more appropriate.) I dont feel like there would be any consequences if I work too hard for exemple. My health will be equal to 0 but that's all.

    You could add something that makes you lose lvls when the player is out of energy for exemple.

    Also you could add more things than sleeping. Like, eating, drinking, or I dunno. (And it'd be interesting cause you can eat at work so you dont have to go home, but it makes you gain less energy, and you have to buy the food first.)

    Anyway: the game needs to be more alive, more interactive.

    Thirdly, You should have more events like the cat asking if the player wanna cheat, that's make the thing alive! (and the same event shouldn't happen twice or it should happen lot of time with a random issue (it'd make you earn 5lvl or lose 5lvl, I dont know if it's the case right now with your game)

    (Oh! And, more difficult to fix problem that is not a game design one: don't you have a composer either in your group? No music at all? ='( )

    Anyway, maybe it's an old project and you dont want to even touch it again, but it can gives you ideas for your visual novel anyway.

    If you need advices like these for your game I'd be happy to help btw.

    Have a nice day :')

  • Dakiu That's bad, the Bywall thing is really useful, it'd be good if we were able to specify which wall..

    So you did what you wanted in another way? Can you explain brievly how you done? I'm interested! =)

  • So, I fixed the problem using a spriteText

    ~if someone know the differences between text proprieties and sprite proprieties (and why it's not reacting the same to a parallax equal to 0 ) I'm still wondering though.

    Thanks everyone! <3

  • Did you fix your problem Dakiu? I'm looking for the same thing! ^_^

  • Thanks a lot for helping, but maybe I explained my problem wrong, I'm sorry =S

    The thing that is annoying me is that when the angle of the layout is equal to 180, the text doesnt follow the blue rectangle (wheras it does when the angle of the layout is equal to 0). It seems the parallax is working in reverse for text, but working good for the blue rectangle sprite..

    I just dont understand why it does that.

    You can see that by jumping on the platforms on the right, on the .capx

    But still thanks for the text rotating thing.

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  • so you can see what it does there.

    when You jump, the angle of the layout is changed to 180. The blue rectangle is still following the screen, but the text isn't. (you can go and jump on the platforms on the right to see that)

    It's weird since they are in the same Layer.. Can't understand. Any explaination? =)

    (edit: oh, I cant post links.. Well I just put it as an attachment instead.)[attachment=0:1aklcpau][/attachment:1aklcpau]

  • Hey!

    I'm new with construct2 and basically I just try things

    So, I have this kind of plateform game and my Layout angle can sometime be equal to 180.

    And I have an HUD for score too, made with text and sprite. (I put a Layer with a (0.0) parallax to do that)

    It works well with the sprite, when the angle of the layout changes, the HUD sprites are following the player.

    ...But the score text is just being weird, it seems it's doing a reverse parallax. (when I jump, it goes down instead of going up with me..).

    I can't figure why it's doing that thing, specially since it's working perfectly well with the sprites..

    I dont know if I express myself goodly.. If you dont see what I mean I could post a demo showing this problem.

    Bye everybody and thanks in advance for the ones who will read and help!