sved's Forum Posts

  • Lucasfilm & Sierra Games: hours of fun copying codes!

    <img src="http://community.fortunecity.ws/millenium/lincoln/98/page2.jpg" border="0" />

    (scanners were awfully expensive)

  • I don't think you could do a Torment: Tides of Numenera or Project Eternity in C2. Both of them, who could have used any engine available, chose Unity for their quasi-indie-yet-AAA RPGs.

    3D is a production choice, it is usually easier (and less costly) to reuse assets, models and bone animations for games of a big scale.

    But even I couldn't do it myself, I'm pretty sure a game as big as Mario & Luigi: Bowser's inside is possible in C2 ^^

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  • It looks like your enemies are lower than your player, it's possible that their feet (or shadows?) are stuck "inside" the solid.

    Try placing them higher (let'em drop on the platform)and see if it works better.

  • Overall I think your informaiton layering is good, but it looks more fantasy than steampunk. You could replace the HP/MP bars with pistons, sliders with springs, liquids, steam...

    Check Victorian Art and Art Nouveau's style to inspire you (bioshock series HUD as well, I remember they used something like that)

    <img src="http://fc01.deviantart.net/fs71/f/2013/107/a/a/steampunk_motherboard_by_derekprospero-d623asm.jpg" border="0" />

  • I spent a long time planning a game on my free time, polishing the whole concept, storyline, dialogues and events... until that day I actually sat down to start, and realised I would need either 20 years or 20 people to actually achieve it within the scopes I envisioned.

    To me, GDD exist to:

    • keep track of storyline / maps / flowcharts / skill trees and other complicated things in one place, if you really really need them in your game
    • explain your vision to other team members, knowing they won't read it and will prefer to ask you directly when they need something
    • plan changes and do a fast check of their consequences on your previous plans

    So, if you are just learning the tool , forget thee GDD, make a pong.

  • Sorry for excavating threads, I was looking for that camera equation i seen looong time ago, I just remember there was some lerp involved in lucid's one, but no idea what it was...

    It seems both links are dead, does someone still have those?

  • That look awesome Ahr Ech, but what we really want here is more beardomancy!

  • When i send a sprite to the bottom of the layer, and copy it, its copy will be brought back to the top of the layer.

    Wouldn't it make more sense that the copy is on the same level or just +1 to the original?

  • A search field with a tag system would be very nice to have.

    Also, as people can update their game now, I would like to update my vote as well ^^

  • Else you could check RPG Maker, I remember there were few templates given with the software (useful, but only if you go for a top-down classic JRPG)

  • I am using Articy:Draft, mostly to organise my images, dialogs and keep track of my flow. It's good to see everything in one place, but I actually cannot imagine how exporting stuff would be useful to implement in C2. Maybe an external dialogue file?

    I found it more useful than juggling through word/excel/illustrator, yet the software is a bit sluggish at times on my side (my graphic card is kinda old).

  • If you want to do simple sprites you could go for Pickle or GraphicsGale.

    There was a topic about graphic softwares in the tools/ressources sections but i couldn't find it anymore.

  • Thanks for your t-i-p, but i would not be willing to waste time waiting for each of them to load individually. I would try one, maybe two, then leave.

    That's why it would be great to be able to pre-load lots of games in a comfortable way.

  • That intro needs a skip button.

  • I wanted to see what's available on the arcade nowadays after a long while away from scirra forums... to do so, I opened about 20 games in once in their own tab.

    I started playing the first game, found the sound level quite low and tuned the volume up.

    That was a mistake.

    I soon got about dozens of splash screen music blaring full power in my earphones. I managed to close the whole window before my sanity was impacted, but am wary about going back there again...

    So, suggestion here: could we have a mute/volume function directly on the arcade interface that would override the game inside?