sved's Forum Posts

  • Thanks Joannesalfa, I'll try these this week!

  • Game

    Sooth is a 2D point’n'click adventure game with a minimalist interface and a poetic touch. Players will explore a bare desolated land and wander in search of odd contraptions to be reactivated, discovering their ancient purpose.

    I want to do a short game, 1 to 3 hours long, that would tell a small story. Events will be guessed more than told and the game will have a slow rhythm with a contemplative mood. The story is optional and bits of lore will be scattered in secret places as rewards for tedious explorers. The whole story may not be revealed entirely anyway, leaving players to fill the gaps with their own theories.

    Interface is reduced to minimum: no dialogues, no inventory, no HUD. In terms of gameplay, I'm looking at references such as Sword & Sworcery, Finding Teddy, Loom, Samorost, Machinarium ...

    Platform

    I will work the sizes and interface to be playable for PC & tablets (maybe smartphones as well), but have no idea how it will work out yet.

    Team!

    Wounds, best known for his amazing work on Kairo, will be creating the soundtrack and lead the sound direction of the game! He is a very dedicated person with great insights in storytelling and contributed a lot to shape my random bits of story into something meaningful.

    His albums can be found and bought here: http://wounds.bandcamp.com/

    And the first track of the game (WIP): https://soundcloud.com/wounds-sound-des ... -the-waves

    C-7 is a well-rounded C2 coder/composer/designer who will design an interactive audio system to get organic tracks that change with the environment. He will also create the sound effects and give a greatly needed hand on the development of the game engine in Construct 2!

    His works can be found here: http://www.adamcreations.com/

    Progress

    Progress is slow. I have a full time job, an extra job, few side projects and a newborn baby to take care of. So I try to find few hours here and there to advance this project. The art direction is set, the main storyline is drafted and most locations are decided. I am now working on creating and animating assets in a fast and easy way. I'm also detailing the storyline and puzzles + workflow and starting to look into how to make all these work in C2. I think I'm roughly at 5% of the total development.

    Concept art

    Of course there are pictures:

    And some animated test!

  • Thanks, I'm not sure if what you see as easy is something that I would be able to grasp, but you are definitely giving me lots of hope in the project ^^

    edit: Actually enough for me to write a devlog for this!

  • I want to do a point'n'touch adventure game for Android/iOS and I draw in vector graphics at first so I can scale to any size, but will need to use pngs in C2.

    My question is, what resolution should I work in, and what size my objects should be to allow some nice zoom in and out when pinching without pixellation?

    Examples:

    <img src="https://dl.dropboxusercontent.com/u/61894646/indoor%20try.PNG" border="0" /><img src="https://dl.dropboxusercontent.com/u/61894646/cavegold02.PNG" border="0" />

  • Random fellow, sgt conti: thanks again! yet somehow you did find the problem here, these ARE paintings and not screenshots yet, I still have to slice everything in layers to implement and (eventually) animate.

    Cappdog It will go through, it will just take a long time wandering in the "How do I" section ^^

    <img src="https://dl.dropboxusercontent.com/u/61894646/Cave2.PNG" border="0" />

  • , randomfellow, mbuck: Thanks for the kind words! Things are very slow as my time is limited and C2 skills low, but getting along ^^

    <img src="https://dl.dropboxusercontent.com/u/61894646/forest%20shrine.PNG" border="0" />

  • <img src="https://dl.dropboxusercontent.com/u/61894646/burd%20idle.PNG" border="0" /><img src="https://dl.dropboxusercontent.com/u/61894646/lesson.PNG" border="0" />

    Character research and poses

  • An adventure point'n'touch I'm working on episodically

    <img src="https://dl.dropboxusercontent.com/u/61894646/bypass2.PNG" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/61894646/bypass.PNG" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/61894646/side3.PNG" border="0" />

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  • Long time I haven't been here:

    <img src="https://dl.dropboxusercontent.com/u/61894646/seaside.PNG" border="0" />

  • Make a pong.

    Then make it fun.

  • It could be made easier by allowing users to flag a post as 'wrong category' so the mods can check it out and act on it if needed. Same amount of work to move things, but less time lost in random browsing.

    I also quite like the percentage of completion on the topic title in the TIGsource forums.

  • In non-contractual, non-paid partnerships, it is considered common courtesy to show your own portfolio and capabilities before asking someone else to show theirs.

    It may also help to trigger interest to join you.

  • If you don't have fun playing your prototype so far, kill it. Slice it into pieces and remove all the parts that are not fun. If you are left with nothing, start again in another direction.

  • Overall it looks great, I love the look, but I think the animations and handling are quite rigid, it lacks some accelerations and bounciness/dynamism on jumping and landing, something that would give more punch to the moves.

  • I totally agree on classifying sections in complexities, especially in the "How do I"... a total beginner / intermediate / advanced mathematics classification would also help to make each easier to navigate/search.