roguecore's Forum Posts

  • I didn't find anyone at all.

    Nothing really happened..?

    And as stated above, it is impossible to know where you are and where to go. Jast "walk" randomly. And Ialso think (like jobel) changing the light purple bound into something else. maybe a rocky-tile or something.

    Otherwise cool! This might be a cool retro little game

    Making the boundary tile look like rocks is a good idea. Thanks!

  • I like the idea but I get a massive framerate drop when new kernels are spawning in the pan. It makes it really hard to play properly.

  • played, good job so far.

    the good:

    -cool art

    -good enemies

    -interesting mechanic (find people I assume?)

    the bad:

    -repetitive shooting sound, after a while it's just too much, I'd force the player to stop shooting, like an eventual overheat or something

    -too hard, never found the people I was supposed to rescue, played for a bit, never found anyone, for level 1, add some success early.

    -no minimap, easy to get lost. either that or make each "section" unique looking with a different background

    -the old retro tv look is ehhh.. it's just gimicky and doesn't really serve the game too much, it's pretty dramatic - I could take it or leave it.. if it wasn't as intrusive I would keep it.. I don't know, I'm just not sold on it. Maybe make it an option to turn off?

    -I assume you will give the player a walk animation? if not.. I definitely would do that.

    keep up the good work...

    Thanks for taking the time to look at it and type up some feedback.

    The repetitive sounds are a tough problem. I might make the gun a bit quieter. When you stop shooting your shield will recharge, was hoping this would be enough to break it up a bit. Also, the sound of the gun changes as you upgrade it so that should help as well. I'll keep an eye on future feedback and see if I get more complaints about it.

    Weird that you didn't find any humans at all. There are 2 pretty close to the start area and you'll hear a pinging sound as you get close to them. Listen for a kind of sonar ping. I'll take a closer look at the difficulty.

    As far as a mini-map I wanted to try and completely avoid this feature, instead going with in-world indicators such as the worn paths and the audio ping the prisoner cages give off. Also there are unique landmarks on the map to aid in navigation. If it continues to be a problem I may have to think of another clue to put into the world to help the player along. I really want to avoid all the hand holding like you see in AAA games though.

    How long did it take before you died/gave up? The level should take ~15-20 minutes.

    I'll see about adding an option to toggle the screen effect. But how am I supposed to hide my amateur art behind a silly gimmick if people turn it off? lol

    Thanks again!

  • Finally got it ready to go! This game takes place on a retro sci-fi Mars after the Apollo missions ended. The link to test is in my twitter post. Thanks in advance to anyone that takes the time to try it out

    Let me know what you think:

    https://twitter.com/CargoCultGaming/status/855782406669778945

  • Been a while since I've seen a website made with Construct 2 that actually works well! Nice work on this.

    Thanks! This week I'm working on improving the look and I should have it updated before the weekend.

  • Nice. if you are looking for a super retro look then it's great. Also are you creating a site with construct for the sake of fun? Because I have my doubts about the ideia since with services like wix or wordpress can give you tools like google analytics and other things that improve the site's rank when people use google search.

    Anyway, good luck! =]

    edit: Which host service do you use?

    I'm using construct because I already know how to use it. I'll have to look into wix and wordpress because I have no idea what they are. I'm a complete noob when it comes to building websites. I'm using dreamhost for my hosting.

  • I don't know what the BG image is, but it looks interesting and I like the fact that it moves.

    Would be awesome if it was interactive.

    I tested some interactivity on the background and it was pretty distracting. It looked cool but didn't fit for a webpage background. When I get music added I might make the effect pulse with the music a bit and maybe flash some subtle color on it.

  • randomly Thanks for the feedback! I'll make sure to add a loading screen on the next update. The black square is going to show a screenshot or preview of the link you're hovering over. I had considered making the background change with the cursor position but thought it would be way too distracting. I think I'll try it out and see how it looks though. I've been struggling a bit with the colors but I think I have an idea to bring it to life a bit...

  • Should I keep going with this look or flush it like a turd and start over? Thanks!

    http://www.cargocultgaming.com/

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  • >

    > > in this small tutorial game that I made, all the solids is one tilemap (just one object), then I "cover" it with another tilemap. so, with 2 objects, I get all the static solids of the game. you can download the source code of the game and see how I made it. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    > >

    > > https://www.scirra.com/arcade/tutorial- ... game-10855

    > >

    >

    > Not bad! I like the music and visual style. What happens if you want to remove a brick? Can you edit the tilemap during runtime? When the brick shows cracks are you just spawning a sprite on top of the tilemap?

    >

    Yes, you can destroy it. You need to do a few things before anything:

    1- Solid tilemap and the respective Tilemap with all the graphics must have the same size.

    2- The same for the array. (e.g an array with 50 width and 20 height correspond to a tilemap of 1600 by 640 if tiles measure 32px (50*32 = 1600 and 32*20 = 640)

    3- once done it all your map will be manageable because you now can use your array since every cell of the array correspond to a tile on the screen.

    4-If you want to destroy some foliage on the map with your bullet... on destroy get the bullet's position, convert the x and y coordinate into tiles and now you know which tile to destroy.

    Let me know if an example in capx is needed.

    Good advice! I think I will use this technique in my game <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I use "proxy object" in my example to call big images when it will about to appear on screen. You won't notice what's happening till using debug mode.

    https://dl.dropboxusercontent.com/u/659 ... latfo.capx

    Nice! Looks like we're basically doing the same thing I just store the locations in an array instead of a proxy object.

  • looks cool!

    why looking for an artist, those graphics look great?

    are they not orig?...if they are keep 'em!

    I agree! I like the look of it

  • I looked at your project, I think maybe if you make an invisible object that has follows the Y position of the mouse always but only follows the X position of the mouse if it is in front of the truck. Then have the turret point at this object instead of the actual mouse position.