saint11's Forum Posts

  • Hi everyone!

    I think I found a but in the Timer Behavior, looks like no matter what's the timer name, it activates all of them, did someone knows how to solve this problem?

    Thanks!

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  • Thanks for the suggestions and compliments everyone! We are working on the game right now and some new features have been implemented and some changes were made.

    Here's a main list of whats new:

    -Talbot doesn't need to go to the beginning of each level anymore, that was really boring.

    -Some new stuff is covered by the tutorial now, like pressing down to smash things.

    -The ghost doesn't chase you the in whole level he is confined to a room.

    -New level with a lot of paralaxes

    -New menu interface

    -New music

    -Adjustable music volume

    -Adjustable graphic quality

    -Statues now don't scare ghosts, they only reveal hidden places

    -A lot of small bugs fixed (thanks kid_lofi we just fixed those gaps!)

    -Turret speed, aim and position revised.

    -Talbot will have HANDS

    And a few other things, as soon as I get a stable build I'll post it here!

    We have a page on Indie DB too! here it is: http://www.indiedb.com/games/talbots-odyssey-part-i

    Thanks a lot for the support guys!

  • Thanks again for the feedback and for listing the bugs, we're trying to fix the as soon as we can. For now I'm posting a new gameplay video with some new features:

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  • just made this today.

    always struggling with artwork. i'm never really happy with it.

    This looks awesome I want to see mooooar XD

    Finally I'm posting some new content for Talbot's Odyssey:

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  • I got that problem too!

  • This Plugin is something I've been really wanting! But unfortunately it's not working >.< I keep receiving this message:

    [quote:yy17od2w]Error loading C:\Program Files\Scirra\Construct\Plugins\Resource.csx (14001) - this plugin may not be available!

    Someone knows what can I do? There's some other way to load resources (specifically .ini files) from the .exe?

  • I'm having the same problem with my game, I'm using blocks of 800x800 px to load my levels (I thought that would save vram too... :/ also it's easier to paint). There is something else I can do to increase the game's performance? Maybe there is some way to only load the images that are close to the camera...

  • First of all we want to thank you guys for the feedback. We're very happy that you like t! This really motivates us to keep working on it! Right now we collected a lot of suggestions, critiques and bugs found, and we're going thru some changes in the project. I hope we can show some more soon!

    Cant run game.

    When creating a profile, it gets deleted at once, and cant pass that screen.

    When you create a profile the game creates a "Saved Games" folder in the same location of the .exe. Is your .exe inside a protected folder, or in a .zip file?

    P.S: I have only one question: What build of the construct you used to create it?

    hanks! We started with the 0.99.92 than we ported to the 0.99.95!

    The green switch took me sooooo long to figure out. I only accidentally slammed into it after I figured out that you can hold down to drop.

    I feel that the character shouldn't be pixel art though, just to fit with the painterly style. That's just my opinion though, and it doesn't really make a difference either way.

    hanks, I'm glad you like it! About the switch, since we got a lot of problems on that one, we definitely are going to do something about it (I'm not sure exactly of what, probably putting it in the tutorial level.)

    I think we'll try to compensate the pixel difference by putting more pixel art elements in the game, I hope it works! (And of course your opinion makes difference we're in beta testing!)

    stage

    This is absolutely stunning,Although the game runs a bit on the slow side,Get that fixed and youv'e got a winner.Well done.

    Thanks You mean performance slow or gameplay slow? We're still working on the performance (since I'm no programmer I'm having some difficulties with that).

    Looks and sounds great. It bothers me though that the movement is so slow. Basically: If i feel i could have a faster movement and still controll it to 100% with the same precision; then it's too slow. If i had the .cap i would turn the timescale up to 130% or so.

    That's true, some people complained about that. I think we'll probably include a hard version (easy, normal, hard) of the game with increased timescale and some extra challenges.

    really nice game, love the graphics, atmosphere and the music. I don't have any complaints except that you have to go back to the entrance to finish the level and that's a bit annoying.

    Really great work!! I have only played the first level but I love it (i am working ). I agree with PixelRebirth, it is a bit annoying the need to go to the start point, specially when there is no any new challenge. I remenber that Wario Land: Shake it has this in every level, see the last part :

    .

    Congratulations to all team!!

    Thanks a lot

    Yeah very cool, good art - though I did think that the music was a bit off, it was weirdly super happy and a little cliche, like the sort of music you'd hear on a hidden object game - I'm not knocking the music itself, the music is well orchestrated, I'm just not sure it works in the game. Though I only played about 20 mins of it, it might change. The audio featured here

    in your early gameplay video of the game is much, much better, in my opinion...sorry I don't mean to knock the game, if the music is the only negative thing I have to say about it that means it's one damn-well-developed title.

    Thanks! We're actually trying to do some dynamic music that changes in some situations, but I confess that we're having some troubles to do it.

    PixelRebirth

    Thanks a lot for your comment, it meant a lot to us

    nowon

    Well, your comment made our day )

    newt

    Thanks! I'll try to work with loading problem (also I noticed a small performance problem on slower computers). And about rewarding the player, that's something we really need to work on! The ghost idea is really nice, I think

    1x2

    Thanks man

  • Got another video of Agilis here with much improved graphics - this vid shows the style and mood I'm going for in the game. Let me know what you think! (Still looks like crap but imagine if a decent artist made the graphics

    Looking great!

  • > Give the Block the "Platform" Behavior. That'll give it automatic gravity too.

    >

    > Now, for the movement, Use the "Set X Component of Movement" in the Platformer actions to make it move as your character is pushing ("Move Left/Right" Control is Down + Overlapping at Offset (0,1)) the block. Use an "Else" to set the movement back to 0 when you're not pushing it.

    >

    > Hope this helps.

    >

    Here is a example using Xeno's method.

    http://dl.dropbox.com/u/1646976/pushing2.cap

    The thing is you can't give something platform behaviour without setting it's controls. So if you give the box platform behaviour and set it to player 2 controls that aren't set in the application properties the box will go mad and fly all over the place. So give it player 1 controls and set it to always ignore input.

    Great solution! I used it in my game, thanks!

  • Here are a couple of screenshots of our latest project! Talbot's Odyssey

    <img src="http://3.bp.blogspot.com/_4gEtXuKmhsE/TJQ5tvHKEOI/AAAAAAAABN4/snOvy0TGOEw/s1600/well-screenshot3.jpg">

    <img src="http://3.bp.blogspot.com/_4gEtXuKmhsE/TJQ5k1A5vfI/AAAAAAAABNw/QcGCiVdtZdY/s1600/well-screenshot2.jpg">

    More info on blog studiominiboss.blogspot.com

  • Holy sh*t that's awesome

  • Cool cellular automata! I never quite understood it's purpose but it really cool

    Btw, you did a great job of randomizing the tiles there.

  • Thank's everyone! We're really happy that you are enjoying As soon we have a solid prototype I'll post it here!

    Really nice work guys.

    My only complaint is that the lovely art work is mostly hidden in the darkness or is that just the case for this level? Seems a real shame to hide such great game art.

    Hi Minor!

    Thanks I'm very flattered! About the darkness, well, all the levels are really dark, but many lights can show up in the screen at the same time. Each level you complete your own light get's bigger, there are key lights everywhere and enemies have their own lights too.

  • Here's a screenshot of our game "Talbot's Odyssey"! Still in production (3/8 complete)

    <img src="http://img535.imageshack.us/img535/1146/wellscreenshot.jpg">