Somebody's Forum Posts

  • The current version available there works perfectly with r195 - the one that's a .c2addon file. Just drag that file into an open C2 window and it will auto-install.

  • Looks quite impressive, well done!

  • There are ways to make something neat without many resources - you could have hundreds of energy orbs to collect and make it dense with them so there's constant gratification. Add some small debris flying around that bounce from your ship. Add sparks when you crash into walls, etc. As long as most actions have reactions things get better.

  • Iolva - I mean it feels kinda slow and floaty. Not necessarily a bad thing and surely a thing of taste.

  • Tried it with the new controls and it's much better when it comes to that.

    What follows is entirely subjective, just a warning:

    I finished the first level, almost finished the 2nd one, got bored and closed the game. Everything is slow - your movement, the progress (first level seems like a training level, yet you need to pick up whole 50 of those energy orbs). The environment is very bland - maybe there's more later, but the beginning doesn't fill one with hope.

    It used to be that you bought a tape, a cartridge, a diskette with a game, went home, installed it and then, since this was your one game for a while you gave it a real chance and, quite likely, excuse a great many shortcomings. Me and a pal spent probably weeks on beating Battletoads and Double Dragon on the NES - playing again and again and again to get through to the end. But today it's 2015 and one can get a dozen games a day, all for free so a game better wow the player right from the start and just escalate from there. Not necessarily with mad action, but with something - be it art, music or interesting gameplay.

    In this sector I'd say Insanely Twisted Shadow Planet is the one to beat - an absolutely amazing game - it opens with a bang and only gets better. The environments while simple silhouettes are amazing, full of life and very nice to look at. There's constant gameplay evolution - it's basically a Metroidvania with a little flying saucer.

    Not saying you need to be like it, but it has plenty of lessons to teach about being a cool space game.

  • Two updates in a day!

    This one should make Burvey and any Blade Runners present happy

    This is all thanks to the unified control system I'm implementing - which makes adjusting nearly everything on the screen using the standard controls possible. Stay tuned for more.

  • Very nice presentation - everything works sort of as you would expect a game to work. I would agree with the "general slowness" mentioned - planet picking, but also the movement and jumping in general feels a little like an underwater stage in other games. At the same time it somewhat helps with the mobile controls I guess.

    Seems like I had steady 45+ fps at all times, but yet it had the occasional hiccup or slow response to control taps. Perhaps export quirks.

    From a gameplay point of view - I'd prefer a way to distinguish jumpable enemies from non-jumpable. Like the pipe things - they are round, yet damage me when jumped upon. Perhaps a spike or such on top would help warn the player.

  • Depending on platform you can export them to an offline-capable state. Just check the Export screen to see what's available for what platform.

  • Like this perchance?

  • Status update:

    Even though I unceremoniously borrowed the brunt of it the maths to do this still broke my brain a bit:

    Not perfect, but getting there.

  • Basically imagine a chain where the spring is in my example - so if we could have a point in the middle of the spring, sort of moving about half as actively as the big ball it could look like a chain or rope.

    Basically I was thinking about "faking" a chain, but probably attaching a smaller object to the main one and then the big ball to it would work as well.

    I also forgot to ask - does the object size have any impact at all or is it all just value based?

  • Very neat!

    [attachment=0:84s5jb4i][/attachment:84s5jb4i]

    It also appears quite efficient, I was just having trouble figuring out how to "chain" several objects (have smaller in-between objects that move at, say, 50% of the big main object) - attempt to use sequential Relaxed length values didn't work.

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  • Had a chance to try it - great stuff, quite useful.

    One thing I'd like is the ability to set a repeat count - with an "On Finished" event - that would be perfect, like having a barrage of explosions finished of with a big one.

    It would also be cool for something like, say, dripping slime - couple of drips drop and stop - then begin again, without the need of extra variables and such.

    In fact I like this behaviour so much I made a new icon in the style of the native ones - perhaps you'll like it and use in future versions:

    [attachment=1:tdsvpj7u][/attachment:tdsvpj7u]

  • This thread is basically right at the top currently:

    Welcome to the club. I hope a fix is found soon. Lost a chunk of progress yesterday to this.

  • Give thematimer behaviour - now they are independent.