valdarko's Forum Posts

  • if is like R-type than is 1 layout per stage

    to tie then you only have to make a transition event and choose the next layout

  • if you want all in one layout and with this scale, than yes

    but it depends of you design decisions, if your game is like a arcade, is better to have a layout p/ stage; if is more lika a adventure game than a area p/ layout is good

  • each layout is a "stage"

    if your game is big, breaking it into layout sections will make it easy to load and can help you on the programming side(on the end of layout, on load of layout...)

    but if your game is small you can make it all in one layout (if you scale the layout to comport more sections).

    you just have to remember a few things:

    • keep in mind the layout sheets you use for each layout; see if is checked
    • hit the "global object" so the object is show on each layout
    • try not open too much layouts in the editor
  • you can make a circle using the brush tool, you just have to set the brush size

  • both things are important

    this kind of discussion are important too because game devs can think of ways to create games with different approaches.

    i really like story in games and nice gamaplay too, but if i dont like the aesthetic or the universe inside the game the gameplay or the story/plot will not make me play it more than once. ex: gears of war, CoD, bioshock, last of us.

    this not make this games good or bad, they just dont work for me.

    i think if you try to make your work appeal to everyone you will be doomed to make tasteless things; ppl who dont like story will not be fond to play a game like 999(9 hours, 9 persons,9 doors) or remember 11; and ppl who dont like specific kinds of gameplay will not be fond to play CoD or Halo.

    a curious thing: i dont like Halo, Halo 2 and Halo 3, but i'v loved Halo Reach JUST because of the customization and the coop

    sometimes i'm hooked by curiosity of some game premise, like yume nikki or Ao Oni and i'm surprised by how the game works, wich is very cool but if you think about why i like it, i think is because i did't have a high spectation about it and i think this is a great factor to make someone play your work: how you present your game?

    your game looks like something that was made before?(comparable with some other games?)

    what you want to tell to the players and how you want then to feel about it before they even try it?

    my conclusion: gameplay and story have different meanings by different persons, both matter even distant of eachother. i think your effort will be more well spent toward how you want ppl to feel while playing your game, happy? sad? angry? want to make a question to the player? want to make it have a good time while playing? want so surprise then? or just want then to stressout?

    no matter what you choose to make, will always be ppl who will love your work and ppl who will hate it.

  • ahh more like a non-combat game, i like this kind of game that is more exploration oriented

    what about if the game have more foxes around, each one with a different apearence and behavior (gray fox, black fox, blue fox...) and the player can find specific hidden itens to lure each one of then to your lair if he wants it.

  • looks interesting, what about the player have to stole chickens and bring back for the lair and since you dont want a complex combat; when he overlap a a dog or a farmer he loses the chicken, making he have go back and try again

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  • nops, its the same way, but i use the hot spot for all the parts

  • hey customization is a nice feature, you are making it by isolated parts(head, pants, legs...) or full character? :D

  • wow, very good, simple but really cool looking

    i think a way to make it more intuitive without break the "ah - ha" moment of discovery and letting the player figure out things without hold hands; you could tell a simple tale about trolls at the beginning so the player know that trolls turn into rocks in contact with sun light; then you put the sun light in the first plane to pop out from the background, this way you could remove that "sun mark"... unless you want a more obvious approach

  • make sure your settings are ok for the type of art you want

    sampling - linear for hand draw and point for pixel art

    also pixel rounding ON

    and always try to make things 1:1 scale

    re scale objects is good but making it 1:1 helps avoid some of this jaggy stuff

  • Katala

    add 4 players suport, character customization and pack it up. i'm sold

  • CrudeMik

    hey man, i still remember that game you made about a girl that control leafs. i think you should go back and remake this idea with a more simple approach :D

  • hey man, nice game you have!

    i'm played it and is running smooth, but the sections i have fps drop was the ones with A LOT of effects + colision checks

    i'm on a AMD quad-core 3,80 GHz 8GB RAM with a NVIDIA Geforce 8400GS

    i think your problem may be the JUST effects + animated backgrounds

    your game is not just heavy animated; it is VERY heavy animated with heavy effects + alot of background heavy animations

    i'm pretty much impressed that construct2 could handle the numeber of effects in your game without break the rapid gameplay feelling, but i think you should review your design on the fight rooms because there is too much stuff happening at the same time, maybe changing the background effects a little when there is colision checks or even removing some stuff; like, when you have a big fight you could make it on a new layout room with less effects happening on the background or change the way your dinamic effects to something simple like frame by frame or using spriter

    maybe just ashley can say what is really the problem but i hope you can keep the scope of your project because is looking very cool :D