Tokinsom's Forum Posts

  • Dustforce was developed using Game Maker

    Prototyped* Their own engine was used for the final version.

  • Is it possible to have the 'pixel rounding' option affect size and angle as well? Currently it only affects movement.

    If the canvas is stretched using any of the fullscreen options, and an object is scaled or rotated, it doesn't go by "in-game pixels" but rather each pixel on your monitor, which looks weird for low resolution games (and might affect higher resolution games as well); kind of like Dorkly's sprite-based videos.

  • Could always just...not have the player kill the enemies. Make them more like obstacles; dangerous things to avoid.

  • It helps to make the enemies distinctively evil or non-human, like evil minions, monsters, robots, etc. That way the violence feels a little more..justified?

    Or you can make combat more comical - have enemies fly off the screen instead of exploding or disappearing, use stars or something instead of blood, etc. (In Metroid: Fusion, very few enemies actually die - instead they turn into X parasites and possess other enemies or just fly away)

    One other trick that helps with this is enemy re-spawning like in Megaman X or something - nothing actually DIES, just returns to its original position with full health and such. This prevents the level from becoming desolate after killing everything, which could inadvertently make your game seem much darker.

  • I personally thought it was terrible.

  • Set DestText.text to ""

  • I don't think it'll be a problem..If it is, just add "trigger once", or maybe have it set an object variable so you can use that instead.

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  • I honestly wanted to make a 2d game however ive given it much though and

    i see now that the people no longer enjoy 2d games as in the old times, with that i mean that they consider their time wasted on a game that is 2d when there are 3d games out there so they dont even bother to try 2d games out..worlds changing fast

    Dunno what you've been smokin' ^^;

  • I hope that's a smiley face.

    1) Can't you already do that by highlighting a group of sprites, holding ctrl, then drag 'n dropping duplicates?

    2) Could be slightly beneficial when using tiles, I suppose. Maybe a "draw duplicate" feature could be added? Highlight an object, then hold T and left mouse click to draw duplicates? -shrug-

  • Hmm. I guess imagine Tom & Jerry and how the music is synced with their movements, just on a MUCH smaller scale.

    Say there's a scene when the music smoothly transitions from happy to sad, and something in the game reflects that - or maybe a song is playing through the intro and it only goes to the title screen when the song 'kicks off' - all that has to be perfectly in sync or it will look bad / cause upcoming events to be out of sync as well.

    Tracking down the milliseconds and executing the right event(s) based on that seems to be the only thing I can do, and it works pretty well provided there are no lag spikes / slow load times or something...but they are inevitable it seems.

  • I'm wondering what the best way to sync events with music is. Normally I just use "compare time" or I constantly add n*dt to a value and use that but it would seem, every now and then and most likely due to load times or something, that the music and events get out of sync. I wait until all audio is pre-loaded before starting the game, though..so hm. Anything else I could be doing?

  • Just use "Compare Two Values".

    +len(DestText.text) is greater or equal to len(SourceText.text)

    -> Display an arrow for the next message or something

  • What screen resolution do you use for your game plz? I'm trying to reach that pixel art rendering but I'm not really sure about how to do it.

    240x160, same as the GBA.

  • the name reminds me of "The Tale of Scrotie McBoogerballs" <img src="smileys/smiley36.gif" border="0" align="middle" />

    The "c" is silent ^^;

  • <center><img src="https://dl.dropbox.com/u/105711543/Images/title_schrody.gif" border="0"></center>

    <center>October 31st 2012:

    October 6th 2012: Alpha gameplay video!</center>

    THE GAME

    Schr?dy was originally being developed by Vin?cius Men?zio doing the graphic arts and programming, and Daniel Moori doing the music and sfx. I recently joined the team to take on the programming, and also help with game design. Originally prototyped in Flash, we are remaking the game in C2 to speed up development and reach more platforms.

    <img src="https://dl.dropbox.com/u/105711543/Images/xeV5w.png" border="0">

    What is it about?

    The game is a Halloween-themed mix of puzzle platforming and action platforming. You control Schr?dy, the Black Cat, who can project his own soul out of his body to solve puzzles.

    <img src="https://dl.dropbox.com/u/105711543/Images/S7qzW.gif" border="0">

    It plays like an average side-scrolling game when you're in cat-form, with enemies to defeat, spikes to avoid, and platforms to dominate.

    <img src="https://dl.dropbox.com/u/105711543/Images/zgn7L.gif" border="0">

    The twist is that when you go into ghost-form, the screen locks to whichever position it was right before, and the puzzle-oriented possession game mechanics come into play.

    <img src="https://dl.dropbox.com/u/105711543/Images/D6Auk.png" border="0">

    What's the plan?

    We mean to have the first iteration of this game, a demo of sorts, running and ready to ship by October 31st.

    By then, we intend to have:

        A 'complete' game with feature-complete gameplay and a proper ending;

        At least 3 different levels;

        At least 6 different kinds of possessable enemies;

        At least a half hour of total gameplay;

    And by 'feature-complete' you mean...

        All of the clich? platforming interactions down (spikes, springs, moving rocks, falling rocks, etc);

        The camera tricks and the movement for the ghost-mode fully functional in a non-frustrating, engaging way that keeps puzzles interesting and fresh;

        Interesting and meaningful collectibles spread around the game world;

        Possessable enemies unique enough to avoid making the game too repetitive;

        Challenging and clever puzzles making the best possible use of the available enemies;

    <img src="https://dl.dropbox.com/u/105711543/Images/ZsesN.png" border="0">

    Cool, can I play it?

    Soon! We're working non-stop on the game, and a playable build may pop up at anytime now, so stay tuned!

    To keep up with the most recent developments and learn more about the game, check out the Schr?dy Devlog on TIGsource! <img src="https://dl.dropbox.com/u/105711543/Images/XpDFr.gif" border="0">