ryanrybot's Forum Posts

  • Hi sqiddster, When I loaded it up on my macbook I had the red loading bar, but after a few minutes I refreshed then the game booted right up to the title screen.

    I've tried replicating it, and discovered that it's very random but if you keep refreshing it will eventually load to the title screen.

    I don't know if that helps you in any way, though.

  • As a developer for the Wii U, the problem is that you should make games unique to the platform and not something that you hope to publish everywhere. You really need to spend some time with the system to get the most out of it, and that is something that not every developer has the time or resources to do if they want to publish on other platforms as well. From a developer point of view, you would want something that you make once and export for everything, which is not the case for the Wii U.

    Not to say that the Wii U is a bad system, I love mine and am a huge fan of Nintendo, but developing unique games for a system with a smaller install base is a huge risk.

  • So, I've been thinking for a while now that I need to redo the main character a bit. It seems to be that there's an abundance of metroidvanias that have a female lead, so I decided to start making the character more gender neutral in that it could be a boy or a girl. You aren't told in game and it won't be important to the story, nor will there be a surprise ending where it will reveal the gender. I would literally be up to the player to decide.

    There's still some tweaking to do, but the new character will be the one on the left in comparison to the old character on the right.

    The new animations will be done from scratch which I'm hoping will give it a much better feel while moving around on foot.

  • This is a really good idea Tokinsom! I've seen and have been really impressed with your metroidvania prototypes and cannot even imagine how many requests you get to share your capx. I really hope this does well for you.

  • When you are working in C2 it converts all art into 32bit PNG files. So you should always import the highest quality assets into your game. On export is when the images will be compressed into a more manageable file size.

    Just make sure you change the export options to the format of choice (jpg, png,...) in the image editor, or it won't know how to export it.

  • Too cool! I'm pretty much in love with everything about this game.

    The direction you are going is great, how the bosses are behemoths half the size of the screen; and a mini-boss no less.

  • Judging by the medal next to your avatar, you own a C2 license and should have all the export options. So why are you using the trial version?

    If you need to get a new license because of computer issues, email and talk to them about your situation. You shouldn't need to buy multiple copies of C2.

  • You could add another condition in the event with the countdown to say timerText > 0, then the timer will only count down when the timerText is greater than 0 and won't go into the negative numbers.

    Then create an event that says timerText = 0 | (change layout to Game Over screen, or whatever).

  • Thanks !

    Ha, I've never thought of it being like Moon Patrol before. Maybe when I start writing the music I should write a track that sounds like the music in Moon Patrol. That soundtrack still gets in my head after all these years.

    As for more levels, I'm going to try to have the game all in one layout. So the game won't feature levels per se, but there will be unique areas to a larger unified game world. For now it'll be a small playable area until I get all the mechanics in. That way I can design the map based on the features I implement, instead of having to redesign an area because I cut a feature that wasn't working.

    360° aiming was something I had thought about implementing but ultimately decided against it. I had a really good reason for not going that route, I just can't think of it at the moment.

  • I played it for a good bit. I liked it a lot! Keep it up!

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  • Wrapping your lerp in a 'round' expression might help you. That way you aren't calculating 4.8653801427978px, but rather 5px.

    The Car.X + (Car.Platform.VectorX / 0.8) is just helping the camera look ahead a little bit. So, if you were moving right, instead of your character being in the center of the screen they would be a little bit to the left of center. That way you can see what's further in front of you.

    I used vector in the calculation so that the camera moves only when the player is moving, otherwise the player sprite is in the center of the screen since the vector is 0.

  • Do you have a camera sprite that you are scrolling to, then setting the position of the camera to the object using a lerp expression?

    Here's what I use, and it's slightly different than your camera expression

    Every tick---
    ---System | Scroll to CAMERA SPRITE
    ---CAMERA SPRITE | Set position to (round(lerp(Self.X, Car.X + (Car.Platform.VectorX / 0.8), 1.015*dt)*10)/10, round(lerp(Self.Y, Car.Y + (Car.Platform.VectorY / 2), 1.021*dt)*10)/10)[/code:2dymhq95]
    
    I know I have a really wonky lerp, but that might help in some way.
  • Loving it, ! I can't wait to see it all come together.

  • Thanks and MadSpy! I always appreciate the feedback.

    Another build should be up within the next week or two.

    Hi bclikesyou, and thanks a bunch! The story really was silly for the western release, but it kind of had that charm of being totally ridiculous.

    I think I'm going to go in a more surreal direction, and hope to shift the mood from familiar to uncanny as the game progresses.

  • Very cool Tokinsom! The enemies have some pretty cool movement patterns, and the Penta Pearl ability looks like a fun take on the Skull Barrier and Leaf Shield from MegaMan.