valdarko's Forum Posts

  • Dyre

    very nice, really like this vibe

    it will be a exploration game?

  • really cool game concept, the enemy AI is very well done

  • <img src="http://farm9.staticflickr.com/8176/8003894530_c184628cc8_z.jpg" border="0">

    (PlayStation.Blog) Become a PlayStation Mobile Publisher for Free

    (IndieGames.com) Sony waives fee on PlayStation Mobile development

    the fee for the playstation mobile was removed(is free now), i'm just droping this here in case you guys miss the notification

    could be a good oportunity to mobile devs

  • amigoj

    sorry for the late, i just stomp to this post today, you still need to know how to make an abrupt screen transition like i did on my test project, or level transition?

    the next time you need some help, say the kind/type of game you are making and put some examples(games that have the same mechanic), because you can mimic pretty much anything with events, you just need to think "event-wise". the nice of construct 2 is this intuitive approach.

    this is the explanation i did for harrio back in the day:

    <img src="http://sphotos-c.ak.fbcdn.net/hphotos-ak-ash4/306049_458026150901012_919939161_n.jpg" border="0" />

    the scene switch are just <font color=red>red squares objects</font> with the same screen size (side by side) and i'm using the event: when Player is overlapping Square>system-scroll to(Square.imagepointX(0), Square.imagepointY(0)

    the logic here is simple, while the character is overlapping the red square object, the screen will be stopped in the Origin of the red square object(the middle of the object)

    so, i just did this event 1 time for the red square object, and now i can copy the square object every time i need other screen, no need to remake the event. this must not be the best way to make this, but is very simple and i understand how it works... a little; i dont know if it have any perfomance issue but it works for me.

  • ah thnx :], make the art and assets is easy for me

    the bomb right now is sound/music :/

    i'v decide what i want make from the game mechanic side of things

    and i made the inverse with mine: aesthetic > simple plot > gameplay

    because i can see that i will put some aspects that is not the "core mechanic" sorta thing

    reading your post i can see that maybe this is a "issue" side with artistic driven devs, like, programmers avoid start their games with the art; of course, starting with the art bring this loop of things being redone over and over again but, i feel more comfortable designing the "look" of things and then making the interactions; i feel like, strange to think "gameplay-wise" yet. if this make any sense.

  • i kno this, but i think this back and foward is normal, i'v redone my project like 6 times(now i have like 7~8 different game ideas)

    start as a handdraw with CC, then i give C2 a try, stuck at the animation process and learning curve figuring out how i make my ideas; and so i'v started making pixelart and now i'm remaking the design stuff again

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  • haifisch

    nice vibe, to stop the little "bumping" that the HUD make dont use the pin behavior or every tick; just arrange the HUD objects on the screen, put then into a separate layer and then remove the scrolling option from this layer. i think it will do :]

  • <img src="http://1.bp.blogspot.com/-c8gSxTXDm74/TqtLoqNdeeI/AAAAAAAAAE0/97JFVikZLoQ/s1600/Nini+Battler.png" border="0" />

    i like this one :D

    you have any playable stuf yet?

  • start with a few tiles (can be made inside construct) so you know the type of tiles it represent, build a simple structure that shows all you gonna use, like a test room: solid floor, jump floor, doors, chests, walls, decoration, object...

    then you save as a project file so it will maintain the tiles .png now you can open the Photoshop(i use SAI because is lighter for my pc...) and pimp the tiles while you replace then inside the root arquive from the construct 2 project folder( and keep a backup project).

    this way you dont need to rebuild the test room, while you still can see how the tiles work together.

    after this i think the best way to build levels is using a tile editor like, DAME and build using the tiles you made and then export the map to construct

    here is some 16x16 pixel art

    and keep simple at the beginning, so you dont give up

    hope it help

  • one more scene

  • my dream game would be a multiplayer co-op horror metroidvania rpg puzzle with ghosts

    the player have to deal with a broad types of apparitions, and have to find the source power of curses and phantasms using strange devices with spiritual energy while investigate bizarre phenomenons.

  • messing with pixel stuff

  • Bartosh

    yep, i have seen this site before, and Arne art, i hope they make this game, the engine is very good and fun to mess

    about megaman legends... is sad, i think crapcom is dead

    but is funny this thing about grim brown shooter, i agreed with you about the industry taste but, i know a shooter that is quite popular called

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    and it have bright colors and a cellshading visual style, a little bit like what they made with MML3 visual style direction.

  • i would love to see a third person shooter with the vibe of megaman legends, variety of character customization, broad range of robots and vehicles, weapons and monsters, persistent world, multiplayer (mmo if possible) and sand box elements like construct things and change aspects of the world.

    i think if the triple A devs spend more time making content instead of graphics they could make something off the call of dude recipe/action button.

    for the indies, i think of a blend of blaster master (enter vehicles and stuff) with cave story gameplay, rpg elements, with character customization and multiplayer. starbound is very close to what i imagine on the side of gameplay