Savvy001's Forum Posts

  • For me the proces of creating a game from start to finish is unique for each game.

    looking back however there is a mayor path im on.

    I have 7 game prototype's: 4 small, 2 medium 1 large production.

    The medium ones are waiting for my new skills in creating a good level editor.

    The small ones i work on when i need a break from the medium or large productions.

    They keep the flow of logic assessment and creation stimulation going.

    Also they have the role of keeping the (i have finished this game) in check.

    As working on large games takes a lot of time, it is key to stimulate finishing a production.

    The small games help me with that.

    In the large games all current aquired knowledge snaps into place so that game sets the tempo of my doings.

    When i however come to a halt because that game needs more logic/creation value then i can offer at that moment, then i swich to one of the less complicated games.

    This is how it works for me, and when i stumble uppon a great game idea the first thing i do is check how long it would probably take me to create it so i can calculate the future outcome.

    understanding if a game is fun or not goes in that same proces.

    When the game fits into my personal future profile, i accept it and build a prototype, and so forth.

  • Yeah only you'd know since you can test it. I was only going by the video which isn't always reliable for showing how fun a game is / can be.

    Thats absolutely true.

    As you said, you tried the cursing thing but it didn't work out. I imagine it's because the other player can still kill you while you have a "crappier weapon". Did you try freezing the other player for a few seconds when shot by that gun? It would give the other player a chance to escape.

    U imagined correct.

    I have not tried that but a stun gun is a great idea, i'l start working on that.

    Or possibly some NPC enemy that floats around and curses a player on contact or something. Or even use triggers so as players get closer to this trigger, the overlay gets darker?

    At the moment there are 2 different npc's

    1 = spiders

    2 = ghosts.

    Spiders are "room" specific as each room wil have its own life forms crawling and creeping doing damage to both players.

    The gosts are basicly pickups which spawn in favour of that player while cursing the other player with mini ghosts.

    I don't think the limited visibility thing should be taken out completely. You could even have one level where all players have limited visibility..

    Unfortunatly Visability cant be set specific to a player, execpt for the character flashlight, i think your idea can be a good guide for how to utilize that.

    After your post yesterday i tested setting the "darkness" overlay to 90% and that worked out much better

  • Thats great Rexrainbow!

    Thank u very much.

  • Looks decent for an arena shooter but (imo) it's too dark. As in, it's hard to see where you're going but maybe it works better when actually playing it. If I was to do that game, I'd probably have the limited visibility as something you can curse the other player with ;p

    Thank u very much for the headsup!

    As you are correct, i am stil thinkering with the lighting.

    At the moment im going to look into creating a less darkened overlay.

    The goal here is "scary" atsmosphere but still in favour of the gameplay.

    In a earlier version i had a gun that shot black spots on screen, to as you say "curse" the other player.

    But it turned out less usefull than imagined as beta testers and myself kept evading that gun.

    Thanx again for the feedback!

  • The environment i intend to create is exactly what u are showing in your ai for racecars demo 2.

    That specific capx u already have would be great to have as a basis for a racing game.

  • Ai for cars demo 2!!!

    Epic.

    Could u please support us with the capx

  • Ashley

    My layout is far over the Margins current cap limit of 10000

    My game castle is 48000,38400.

    The scrollbars do a weird snap when reaching that margin limit.

    Can this be looked at?

    Kind Regards.

    Savvy001

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  • Youtube Gameplay

    Hi all

    Fatal Revenge is the game i am working on for about 3 months now.

    Still going strong

    All Characters have their Counterparts

    Meet

    Gsus & Satan Baby

    Afrodite & HyperGnome

    Coward & Indianus

    Fatkid & Skinner

    Frankeinstein & SmartAss

    Rapbi & Ubermensch

    The game is set in a Mental Asylum where these characters are locked away for good reasons.

    In the Asylum they battle eachother to death to earn their freedom.

    Detail: 2 player vs arena battles in a living large asylum with 16 large rooms.

    Youtube Gameplay

    Thanx for taking a sneak peak.

    Any suggestions are welcome.

    Kind regards.

    Savvy001

  • working on Fatal Revenge.

    A versus arena shooter with loads of ammo on screen.

    2 player battle test video.

  • Ah i understand.

    Your idea might be a great solution!

    Thanx for the tip R0J0hound

  • Quantum Blast has had a big game changer.

    And because of this, it no longer carries the name QB.

    80% of the original game mechanics have been removed.

    Whats left is a solid, fun, and really competitive 2 player vs game.

    When ready, the final update will be put here.

  • R0J0hound

    My game has a layout size of 7680, 4320.

    I want to paste my tilemap onto the paster.

    However (with tilemaps) the paster only renders the project window size.

    So now i see the sprites of my game of the full playfield 7680, 4320, but only 1920 x 1080 of the tilemap.

    Can u fix this?

    It would be truly great!

    Kind Regards.

    Savvy001

  • Thanx for explaining!

    CPU intensive does not have to be a problem, depending on the game and the choice to put it in.

    A choice would be nice in the future.

  • I need this as well.

    Ashley can u shed some light?

  • What is the size of each tile?