Sushin's Forum Posts

  • Hey /

    First of all, your game has an awesome look.

    I had lots of fun, but had big FPS problems on a low config (2cores, 1.8Ghz, chrome, 2Go ram), not on a big one.

    Also, flying fish ? ^^ The whales were hilarious when flying over the boat :)

    Anyway, some little bugs said by others before, but with a little polish, it's a great game !

    Thanks. I don't think I can fix the FPS problem easily but I can't say the game is exactly optimized.

    The whales are supposed to go horizontal but if something bumps into them (i think only the player can at this point) they might go up or down, and it sends them into the sky sometimes. I don't think I want to fix it just cause its hilarious.

  • Thankyou for sharing your creation, I hope my feedback helps

    That's quite a lot of info. Thanks a lot!

    The Q key is probably something I accidentally left in from debugging.

    I will likely add a tutorial and more fish to make the game flow better.

    I think the graphics are really good; however i seem to die so quick I can't get into the game at all.. its prob me !

    Keep an eye on your air supply. It's the blue bar at the top left. If you stay under water too long you drown.

    Hope that helps you, and good luck with the project ;)

    Thanks. I'm a little worried some people aren't realizing they can go back to the ship. You can get a bigger air supply there after fishing for a bit, but I will definitely add a tutorial or something like that to let players know. Not sure why your air meter glitched but it might be because you press Q which activates a debug.

  • Sushin,

    Tried to play your game, but I'm getting a 404 error. If you can fix this, I'll give it another try :)Ah. Thanks for letting me know. It's all fixed.

  • The Depths

    https://dl.dropboxusercontent.com/u/72855875/TheDepths%28BETA%29/index.html

    <img src="http://puu.sh/3rXxM.png" border="0">

    Hi guys. My game is nearing completion and I would really appreciate some feedback to work the kinks out. There's no sound in the game but besides some final polish, it's essentially complete.

    If you play, I have some questions if you would be nice if you took a moment to answer:

    1. Was it easy to figure out the controls on your own?
    2. What was the point of the game?
    3. Was the game too easy, too hard, or somewhere in the middle?
    4. Did you run into and bugs? If so what happened and were they game breaking or excusable?
    5. At what point did you stop playing and why?
    6. What would you like to see added, removed or changed?

    All questions are optional if you decide to answer any, and any additional comments are appreciated as well.

  • Why not use Spriter?

    I don't think that's dynamic.

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  • Oh..I totally forgot about that example.

    What if I'm creating the objects on runtime? Do I just have to place them side by side like that before I pin them?

    Also, rope pin doesn't seem to have any sort of rotation.

  • Does anyone know how to make something like this?

    <img src="http://images1.wikia.nocookie.net/__cb20120104073059/terraria/images/0/01/WyvernWiki.png" border="0" />

    Specifically with the linked body parts. Basically, the head moves and then all the body parts follow, with each body part maintaining a separate rotation that links each segment.

  • It doesn't do this in the sample though. Look:

    <img src="http://puu.sh/2WJA1.jpg" border="0" />

    It has the same border as my game but the shadows are black...

  • In full screen mode my shadows were all black, but then I turned full screen off and this happens:

    <img src="http://puu.sh/2WI8F.jpg" border="0" />

    What on earth is going on?

    To my knowledge I'm doing the same thing that the lighting sample that comes with construct 2 is doing.

  • Oh damn. Thanks a ton.

  • I really want to add a flocking behavior to my game similar to this: lalena.com/AI/Flock

    I'm not bad at programming but I'm not entirely sure the best way to go about implementing this kind of behavior in Construct. Is there an example floating around somewhere?

    In English I'm imagining it to be something like this:

    Always move forward at current angle.

    If near friend, match angle.

    If too close to friend, turn away.

    If not near friend, wonder around.

    I have no idea how I could do the "turn away" bit, but would that basically work? Any tips welcome.

  • It's quite fun! Love the action everywhere and the small sprites!

    I would increase the contrast between foreground and background, though, it's pretty hard to see what's happening at time.

    And I would make everyone killed in one shot, but that's a personal preference ^^

    The art is something I'm working on especially. A lot of the current art is recycled but I'm definitely going to focus on high contrast between foreground and background objects.

  • To start, it's pretty awesome! I love the quick action and especially love the range of weapons. The AI is also really challenging and gives the feel of being an actual player hunting you down.

    Feedback:

    The tumble controls are a little choppy since the action reacts on the 3rd key press at times. Did you make it "On release"?

    Personally, I'd remove the double tap "roll" function and maybe make it a different key in order to allow quick movement without sudden jolting of the sprite.

    As I play it I'll add more feedback.

    Oh wow...It seems like you're right. I never noticed but for some reason tumbling left and right does take 3 keypresses. I'll look into that.

    Thanks for the feedback.

  • Thanks for the comments. Anything negative is more than welcome. I encourage anyone to speak their mind if they don't like the game and if there is anything I can do to fix it.

  • That was fun!

    You could think of some RPG elements, or if you would go another path, make it a multiplayer game :0

    Oh, I think it would be cool to have a multiplayer version of the game, VS or co-op, but that is something Construct 2 will have to help me out with.

    I love tiny sprites, you probably limit physic, this current physic could take a lot of performance loss.

    That's true. The bullets are all physics objects and I think it lags the game especially when there will be a lot of enemies on the screen. I think what I will do is just delete the dead bullets immediately instead of having them hang around for a few seconds.