Sargas's Forum Posts

  • I think that could be done with just events, without need of the pathfinding behavior.

    The enemy needs to check where the players is, higher or lower, left or right. And then evaluate if there is an obstacle in that direction relative to where it is currently standing on. And then make it choose the path that is unobstructed.

    The enemy should consider if the obstacle can be jumped, and if the player is higher than him whether or not it can be reached.

  • Somebody thanks! you've given me a lot of great ideas to work with ^^!!

  • lolpaca thanks ^^ that helps me a lot

  • lolpaca Tylermon Somebody

    Do you guys have any suggestions or ideas on how I could make the gameplay more interesting? I was kinda hoping I could get away with a no-violence game though xP, But I'm 100% sure there must a thousand ways I could improve what I have here

  • Tylermon I'm currently working or improving a lot of things in the game. one of them, in fact, is to make the first level shorter, and the rest of the levels more interesting =)

    I will add an option to invert the controls =)!

    In a couple of days I will upload the new and improved version, It has a ton of changes and new features ^^

  • Somebody Yeah, I think I agree with you. it's something I'll have to work in though xP. I'm more of a slow pace kinda guy, wowing people is not really my thing. But I see your point and I agree. Today is really easy to get lost in the endless sea of games. And even though I think my game is "decent enough", something has to set it apart from the rest.

    There is an endless-loophole here though; My indiegogo campaign is to fundrise money for the art. but it's hard to get people's attention without it =( Besides, the game I published was a prototype, not "THE GAME". was kinda hoping everybody would understand that xP. I'm currently working on making a better campaign too =)

    Thanks for all the feedback everyone <3!

    And if you can contribute or share this thing, please do so!! https://www.indiegogo.com/projects/asterminer

  • JamesXXXYZ I see what you mean now. The ship has very little momentum, it takes about a seconds to come to a full stop (unless you were moving really fast). So making a move in the opposite direction to stop it is really effective =). Besides, keep in mind this is not a car, it's a spaceship in zero-G, the only way to break is to thrust against the momentum

  • DatapawWolf The slider is a good idea. I was actually thinking about adding it =P. And the graphics are just placeholders, the entire reason i'm looking for funding is to hire an artist and a musician =)

    Burvey the prototype has all 10 levels available, not sure why it would froze up. The game gets more exiting as levels go up ^^, since this is a prototype, i'm actually thinking of making the complexity curve a lot steeper, the fact that some people are playing only the first couple of levels is actually pretty bad for me, since the best levels are the last ones =(

    JamesXXXYZ you can stop turning by turning the other way . I will add an audio related setting on the final version for sure. What do you mean by "scroll"?. And for now, kinda yes, but the game is actually about exploring the levels, solving puzzles, getting to know the characters and playing the story. It's like saying final fantasy is only about gaining exp, haha.

  • Burvey Glad you like it ! The 2nd level explained how to open/close the map =P. There are a few additional mechanics on the successive levels as well ^^

  • Burvey DrewMelton JamesXXXYZ Somebody

    I thought about it, and you guys were right, I did make this thing with the controls inverted, and for some reason it never bothered me xP, I guess I got used to it, and since i tired the game mostly on casual players, they didn't find a problem with it either, since they didn't have a background in gaming to feel there was a problem.

    So, I inverted the controls (and in the pc version W is forward now, used to be S for some reason...) and I added a "tutorial" on the first level, based on the explanation I give people on person. So Thing should be a lot better now! The Web version is already up, but the Android version should take a couple of hours to update. Please try it again.

    Btw, sorry If I came along like an ass before, I'm really stressed with this indiegogo thing. And thanks for the help!

  • I'm pretty sure I did say the controls need a better explanation. And it was me who said that with the test players it worked because I was there giving instructions. It's not like I'm denying the feedback.

  • Guys, really, Just make an effort. I know the game must be accessible and all, but I tested these controls extensively among dozens of people of several backgrounds and ages, and every single one of them picked them up easily after a couple of minutes.

    I'm thinking the problem is not the controls themselves, but rather how they are presented to the player. The "test players" had me to explain how the controls worked, and they got tips on how to use them properly. Currently there is a brief explanation at the beginning of level 1, but 99.9% of players seems to completely ignore it. However, this version of the game is just a prototype, and the final version will have all this solved. I will make a fun tutorial out of the 1st level, that will get even the laziest of players from awful to pro-pilot.

    Please try to get used to the controls a little bit instead of dismissing them as "not your preference". It's not an action game.

  • Hey guys !

    I'm working on this game about a space miner who works Asteroids in zero-G. It's a physics based, casual game about gathering and exploring =)

    I'm currently campaigning for funding on indiegogo

    in any case, please play the prototype, you can play the Web Version, or you can play the Android Version.

    You can share your ideas and suggestions on the indiegogo coment section, here or send me an email to

    Hope you like it !!!

    Please contribute with anything you can! if not money, even a share somewhere can be of great help!

    And please keep in mind this is just a demo with placeholder assets =)!!! and that the game is actually intended for mobile devices!!

  • Weird thread... in my experience Construct2 works perfectly and flawlessly. Try to avoid blaming the tool for your own shortcomings, instead learn how to use the tool properly. That's what I believe is the way to behave when you're in this business. Always be ready to learn and adapt.

    If you feel you'd be doing better with actual programming, then go learn that, it will always be a great thing to learn a new tool. But I really don't think the tool even matter that much; Construct2, just like any other tool, allows you to do pretty much the same thing in the end (as long as it's 2D =P). And just like you would need to invest a great deal of time learning C++, Javascript, C#, or any language really, you could just the same learn how to use Construct2 =)

    But bad news, if you think C2 is hard and unforgiving, I don't even want to imagine how you'll feel learning actual programming xP

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  • TiAm volkiller730 My bad then. I've had dropbox for several years now. Quite a shame they took that out of the free version,