VictoryX's Forum Posts

  • lolpaca, no not using Tilemaps just straight sprites. I haven't used Tilemaps before but that seems like it may be the way to go. Well all the Terrain is a single sprite object with a different sprite on each animation frame. So I have one object called terrain, frame 1 is dirt frame 2 is rock frame 3 is gold frame 4 is grass and so on.

  • So I've made some updates to the game There is now a flat grass land on top that will always be generated. The underground is still completely new every play randomly generated every load. I added in the swinging action seen in Terraria and gave the rocks and gold different health. IE Rocks destroy faster than Gold does. I also changed the control scheme to match Terraria a bit closer. Now you just hover your mouse over the brick you want to destroy click and hold. There is a hitbox distance so you can only hit rocks within a certain range. I removed the inventory as it was crap and really didn't work. Next I will be tackling either A: Revealing areas that were dark and having them stay lit as you explore. B: A proper Inventory system with different weapons that and hammers.

    A&D To move Left & Right

    Spacebar to Jump

    Left Mouse Click to Swing Hammer

    Note: For some reason in Firefox and IE the map shows up like a weird grid thing, grid lines going through everything. No clue why as this doesn't happen in testing within Construct. Chrome however shows the game properly.

  • Got bored and decided to give this a try for fun. So far it is coming out alright. I have yet to figure out how to get explored areas to stay lit. Also yet to figure out how to create a better terrain and a better lighting system with light spill. Anyways give it a go and let me know what ya think. The inventory is pretty shit, it will show up empty and then show gold in it if you get some, but that's about the extent of it. The underground is a procedural array and is different every time you play.

    INSTRUCTIONS

    ----------------------------

    Equip a tool and start digging! See how much gold you can collect.

    CONTROLS

    -----------------------------------

    A & D To move Left & right

    Spacebar to Jump

    Left Mouse Click & Hold to Swing Hammer

    TAB Open inventory

    https://dl.dropboxusercontent.com/u/729 ... index.html

  • I would do as ArcadeEd suggested, just pass the info through a global variable and recall it.

  • I get no lag whether in Fullscreen or not, running in Firefox.

    I get no lag whether in Fullscreen or not, running in Chrome.

    Internet Explorer won't allow me to go fullscreen.

  • The whole thing is really sleek and clean, love the presentation, and the game mechanics work great. Can't wait for some more greens to put.

  • I would use the stuff from the Platformer tutorial, Enemy Movement. Should work perfect for what you are trying to do.

    scirra.com/tutorials/253/how-to-make-a-platform-game/page-7

  • Thanks Mark I hope to have the next update out by the end of the month!

  • I have been wondering this for sometime as I'm sure the answer is completely different for different people. So I shall list a few great 2D games, you may agree you may not.

    RPG

    Secret of Mana

    Chrono Trigger

    Shooter

    Megaman

    Castlevania (Not technically a shooter, but long range weapon)

    Platformer

    Mario Bros

    Super Meat Boy

    Original Game Mechanic

    Fez

    Braid

    Fighter

    TMNT: Turtles In Time

    Street Fighter

    Of course there are so many amazing games to list them all would just take forever. I happened to list a few of my personal favorites from genres. So what makes a great game? We have seen games recently such as Shovel Knight which well surpassed it's kickstarter goal in 2013 with Sega style graphics. It had little to no story involved in the videos/descriptions given. So is it just the gameplay mechanics that make a best seller? Ocarina of Time arguably one of the best games ever made, would it have been so great with crap gameplay mechanics. So I ask the forum what is most important to you in a game? Original gameplay mechanics, amazing graphics, amazing story telling, or a mix where one leads the other slightly? Obviously the perfect game would have all of these traits. Then you have other things to consider such as art design, re-playability, ease of use. So feel free to add your own most important feature.

    For myself it is a mix of interesting original gameplay mechanic and story telling. The gameplay will get me invested originally, while the story makes me want to keep playing.

    What do you think?

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  • For me it starts with a concept, this could be around an art feature, gameplay mechanic, or story I like. Depending on what is driving my concept that is what I would start with first. Say it is an interesting gameplay mechanic, then I would do tests in C2 to see if I could accomplish it. Then I would work on the art, which fuels the story for me personally. If the concept is around an art feature then I would start with that, then to story, then to gameplay. A good idea is a Game Design Document. There are TONS of Game Design Document templates out there to download for free. It can really help get all your ideas/hurdles out so you can see what needs to be done.

  • C2 should stay 2D no questions about it. C2 should stick to what it does and does extremely well, instead of trying to branch into new markets. If people want to make a 3D game with a visual scripting system built in for free they have the UDK. UDK offers their visual scripting system known as Kismet and it works similarly to C2's event sheet. Granted Kismet is not nearly as robust in my experience, but it can do some fairly powerful things. I was able to create a floor piano that played all the proper notes you could walk on in UDK all through Kismet. As far as Construct 3 is concerned, I would like to see them continue the free updates on C2 instead of re-inventing the wheel and am glad to hear that is their plan. Side note, having worked with Unity, UDK, RPG Maker, and C2. C2 so far has the very best online community when it comes to support & feedback which is why I go with C2 every time.

  • Ya I find that i always, ALWAYS copy and long prose that I don't wish to retype.

  • Thank you so much for the suggestions I take all critiques and ideas into consideration. I am super excited for the next release which will include new stages, enemies, & obstacles. That being said with so much more content being added it will probably take me a bit to put out a new update. So far the updates have been minor, but the next one should be a fairly big one.

    Just so ya'll know I aint fibbing I shall give a small teaser to a new enemy that will be introduced. I wouldn't get to close if I were you though.

    <img src="http://i526.photobucket.com/albums/cc346/adjustvolume/porcupine_zps2154487b.jpg" border="0" />

  • Merry Christmas to all with a new Zan:The Destroyer update. I hope everyone is enjoying their holidays.

    CONTROLS

    -----------

    Arrows = Move/Jump

    Spacebar = Attack

    LINK

    -------

    dl.dropboxusercontent.com/u/72974151/ZanProject/index.html

    UPDATES

    ----------------

    Bug fixes/tweaks

    Enemy fixed and incorporated

    Place holder BG Audio

    More Artwork added with parallax

    Butterflies, Grass Tufts, Flowers Added

    New level added.

    Let me know what ya think via forum post.

  • I found this video recently that talks about how to make a great game with some comedy thrown in. It has been paramount in my education as to what makes a great game so I thought I would share it with the forum.

    NOTE: This video contains foul language.

    youtube.com/watch

    If anyone else has tips to making a great game please leave them below. As there are some very fundamental things people seem to gloss over when making a video game.