valdarko's Forum Posts

  • AltairVitor

    your game have problems with collisions, i'm using chrome and the ball just cant detect any collision

  • but if you look at the arcade, there is games with rotation function that's not have either action (rotatelayer or rotatelayout) just the angle stuff...

    i think there is no problem. and in fact this game have a rotation action with the "+" object

  • i think a jump and run game could take less the 100 events too, like this one here

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  • what kind of game you want? platformer, puzzle, shooter, strategy...

  • you have a lot of time till the end of the competition, i think they gonna fix those things in no time before the end. keep up making the game till there

  • if you are using PS to make your game assets, look up the image size and try to lower the dpi till you still can see the details, a lot of ppl use huge images than they port to construct and resize for the size of a peanut, so the archive still huge but the player cant see the details. the good thing to do its look +/- the size of the sprites on the construct and when you are polishing your game try to lower the dpi till the correct size

  • size of the images counts a lot, try to use images with less than 50 dpi for animated sprites

    try reuse things for maps/level

    number of character animations, try to take less frames as possible

    sound effects count too

  • some dude make a aproach with this kind of game here:

    http://www.scirra.com/forum/planet-mogma_topic47579.html

  • you have sucess with the big gif archive? found a way to low the game size?

  • you could take the key frames, remove the noise effect, low the dpi of the images (like 50 dpi) and make a sprite animation of her talking using less frames, think like simple frames like open mouth, mouth shut, open eyes, blink. and then you just repeat the frames to give the ilusion that she its talking, saving a lot of game space. i dont think that you need 1000 frames to reach a person talking and blinking, look at some old school animation and try to low the number of frame for like 50 frames.

  • well, this is a old post but i think ppl still wanting to learn about ways to make building/block/digging kind games (including me), so i'v made a search on the internet and found this site here:

    auto-tiling

    and here:

    Minor78 - Level Editor

    that explain the basic behind auto tiling, but i'm still learning how to use things and i cant find a basic tutorial of how to make a level editor with construct. I hope this help and if you guys find some good basic tutorial of autotiling/level editor for platformer using Construct, pls let me know too

  • its running smooth here with chrome(AMD athlon 64x2 Dual core 2.11ghz, 3 GB ram)

    the only thing i have to point its the wall collision, i could stuck at some walls making the gravity change, not a big deal but just if you want to known that.

    great game, did you record the presentatio you made? can you show us?

  • guicole, you have to click and drag the cannon to launch a bomb.

    the game runs smooth here (chrome) and the mouse its cool, but i have to say that put links under the screen its bad because of the mouse selection function.

    a time choose for the bomb would be great too and the boat moving to simulate waves could break the static feel of the background.

    if you dont want to make a tutorial (something that i hate too) you should put a mark or something behind the cannon, like, "pull" or "click and drag", for people figure out faster what they have to do for launch the bomb.

    great job, i hope i'v helped

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  • i'm illustrator from Brasil and i like 2D platform games, i think i can learn something in this community and start making games with construct

  • ok,thnx for the reply, Kyatric...

    so i think i'll have to learn how to play my hairy banjo if i want some sound...