Windwalker's Forum Posts

  • I think you can make a function that calls for the handling of enemy AI. At the end of the function it could call itself again on the condition that there are still unresolved enemies waiting.

  • VonFirflirch this is awesome and so cute! Itches the perfect places in the nostalgic spots! NPC's are varied and quite expressive. I love it.

  • Ashley oh sorry, I wasn't here since the old days of Construct 2, and didn't notice the private messaging option going missing.

    And I don't think the problem is related to my translations, but if you would like to discuss the issue further please contact me.

  • Hello Ashley. I recently dropped in and performed several translations to the Turkish language. Been a couple days. I am running a translation company in Turkey, actually, and performed translations for several programs before. What I noticed was some terms were not used globally, and some terms do not have direct turkish counterparts and should instead use the original, programming language versions. I took it upon myself to overhaul some of the previous translations to the most current and up-to-date use of programming terminology we use as interpreters. Is the problem you mention related to such changes that I could have made? Please contact me via personal message if you believe it is.

  • > > Windwalker That's really nice to hear. Thank you!

    > >

    > > Playing with keyboard for this type of game turn things way more difficult. I tried playing Celeste with a keyboard just for the experience and It's really hard. Also, I'm actually extending this tutorial, so I can introduce everything slower. About the deformation, you mean It's too much?

    >

    > Alright, here's what I came up with after playing some more...

    >

    > No diagonal dash after double jumping. Straight dash still works.

    I just tested the same version you played and It's working fine. I never got any report of that before you. Are you sure you tried the diagonal dash instead of horizontal/vertical?

    > The deformation thing is also true when moving straight, the frame(s) when jack is really low towards the ground, the deformation on his inner pixels stretch it beyond the “resolution” of the game, losing the pixel perfect atmosphere. You can see the two horizontal dark grey lines in his “chest” become paper thin lines, instead of changing into a new pixel art sprite overall.

    There is a bug when the player deforms a lot when he lands and It's in the fix list already(thanks for pointing that out), but the deformations are done mostly by events and in some cases by tweens and by frames. That's really the goal here, not a mistake. I want to create a super smooth deformation so I did It accordingly to player's vecX and Y when It's applicable.

    > Couldn’t get past the second stage of the purple guy. Can’t dash through the boxes. Can’t attack. Can’t jump on top. Failed to deduce. Instructions unclear 

    I see people finishing and others having some trouble finding what to do, even with a message explaning the smash ability and how to use it. I'm already in the process to make things more clear and It will be in the next update, but It's all working there.

    The crates are destroyable only when you kill the boss, which is something I'll make more clear too.

    Sorry to ask but are you saying It's not working or you couldn't figure what to do?

    Did this message explaining the smash ability appeared to you?

    Thanks for the inputs buddy! ^^

    Hello. Quick responses: Later found out that, if I press the up arrow first instead of right or left, then I can jump diagonally even after the second jump. This is difficult, however, since I'm usually already pressing the left or right arrow to initiate the first jumps, so I have to let go of it, then press up, and then left/right, and then x.

    The deformation as you describe breaks the pixel perfection, and that's what I was feeling but was unable to express. I understand the need for smoothness, and if that's your cake, then you are good to go, but pixel art lovers usually are obsessed with such things. I suggest you alter the sprite in the final stages when the deformation is too much to a version with no body texture, so that the defect is minimalized.

    Didn't get that smash attack message at any point? I think I accidently made that attack once, when we were still underground. That being said, the guy has pointy spears above his head, so it "feels" like it's a bad idea to jump on him, even with an attack.

  • Windwalker That's really nice to hear. Thank you!

    Playing with keyboard for this type of game turn things way more difficult. I tried playing Celeste with a keyboard just for the experience and It's really hard. Also, I'm actually extending this tutorial, so I can introduce everything slower. About the deformation, you mean It's too much?

    Alright, here's what I came up with after playing some more...

    No diagonal dash after double jumping. Straight dash still works.

    The deformation thing is also true when moving straight, the frame(s) when jack is really low towards the ground, the deformation on his inner pixels stretch it beyond the “resolution” of the game, losing the pixel perfect atmosphere. You can see the two horizontal dark grey lines in his “chest” become paper thin lines, instead of changing into a new pixel art sprite overall.

    Couldn’t get past the second stage of the purple guy. Can’t dash through the boxes. Can’t attack. Can’t jump on top. Failed to deduce. Instructions unclear 

  • Windwalker That's really nice to hear. Thank you!

    Playing with keyboard for this type of game turn things way more difficult. I tried playing Celeste with a keyboard just for the experience and It's really hard. Also, I'm actually extending this tutorial, so I can introduce everything slower. About the deformation, you mean It's too much?

    Nah don't worry about the keyb controls being difficult, I'm really not used to platformers that's all. Had a similar time getting used to the controls of meatboy and blasphemous as well.

    Regarding the deformation, it currently looks like it's just a simple change in length and width. I understand that with a simple shape like an orb this should be enough, but the elongated form during it's movement needs something to break out the steorotypical mold. The deformation during wall climb, for example, is perfect, and perhaps the same is true for the slide. But the deformation during the dash moves needs something, I'm honestly not really good with describing it using design language, but this was "the only" true negative I could feel the first time around, and was a minor one.

    Now I have some time and will play again.

  • LukeW

    Windwalker

    Hi guys. Took longer than I wanted but I did some nice improvements to the movement mechanics besides adding support to keyboard. The controls are more intuitive and got inspired by the masterpiece called Celeste. ^^

    Play the game

    You can access my devlog on my Itch.io page

    why these Gifs got resized that much? o/

    Well, I played it with keyboard and I must say, this is really, really looking and playing nicely. It's got a jagged difficulty curve that is more about getting used to controls, than the game being actually difficult. But the environments, sprites, everything pulls you into the game. I really want to play more, just can't find time to do so but for the 20 minutes or so I played, I must say this has a lot of potential.

    If I had to nitpick, I would say there's something about the player sprite's animations/deformation during different actions, I just can't put my finger on it. Nothing major, though.

    Love it, would like to see it grow!

    Will write more when I have the time to play more.

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  • I thought of this like a sort of "social experiment" rather than a game (due to it being really short and making really only "one" decision). So it could be interesting to determine at random in the beginning for two different stories, one from woman's perspective and one from man's. And then later you could compare the results to see that, for the player audience, knowing how the woman feels and thinks alters their result in terms of statistics.

  • Well, there are actually good things to say. First and foremost, this is at least a really complex game. It's physics based, pushin boxes around, rotating some of the walls (which should be different from normal walls, btw, except if they are secret doors), timed lasers, two types of weapons that have limited ammo... All of these represent a good foundation in terms of gameplay variety. BUT, it needs a lot of tweaks first, if you want your playtesters to stick with it.

    The worst part is that enemies shoot before you can see them. This might be good for "some" enemies, but not the first enemy you encounter. I "feel" like enemies should die quicker, at least the first ones, and different types of enemies may require more shots or even the bomb to get rid of efficiently.

    I also recommend a higher resolultion line of sight mask sprite, or at least, you could make the edges end in a gradient. Lower the brush tool's (or the eraser's) hardness value to make the edges end in a gradient.

    Currently the los grows and shrinks over time. But maybe you can make it so that it grows when you stand still, or maybe it shrinks when you are hit (and slowly grows back).

    Give it a few new versions and I will keep playtesting.

  • -I see you have improved the UI greatly. It’s really shaping up nicely, now.

    -Minimap improvements as well. Nice!

    -Feels much more challenging now, at least for the first level.

    *One bug/oversight: I still could find a trap at a distance when I was blinded by another trap. I think I reported this before as well? Can’t remember.

    -Definitely more challenging! I finally died in your game! YAY! I had never seen the game over screen before. This is awesome!

    -Floating eyes are now ranged, that’s awesome. BUT, they don’t telegraph their attack clearly, so it’s confusing at first when trying to understand why you are losing hp.

    *If you could make it that, both melee and ranged enemies, telegraph their attacks. Maybe melee enemies’ sprites just move rapidly and “hit” the player sprite, and the ranged attacks leave behind a trail of particles that disappear slowly?

    -Aaah, I hear additional music! AWESOME! Is the music now based on dungeon type?

    *The “nothing equipped” icon on the shop looks like a quarterstaff. Could you change it to an “X”?

    It's nice to go back to this game and to see its development. Now that it has become more challenging, it's more my taste. The old "start as knight and stack armor" doesn't work, at least not immediately.

    AWESOME!

  • I played it some, and I think its AWESOME!

    Felt balanced, had a nice pace, I think graphics of the environments are quite nice, but the cards I'm not so sure. Some are really good, some are questionable. Overall, I think this is a nice package!

    Whats your target platform? Mobile?

  • Played it some. A couple points:

    *Why the square screen/layout? I don't know many devices that use this resolution aspect? What's your target device(s)? I suggest using 16:9 or 16:10 aspect ratios. So that we can see the oncoming subs from

    afar and take action accordingly.

    *Needs a lot more polish. Shake and/or flash the screen when we hit or our wall is hit. The bubbles when we destroy enemy sub is good, but they could move upwards to the surface for example.

    *Needs variation: Other types of enemies, maybe a slower moving enemy with more health, or an enemy that can move up and down (I didn't play that long, I don't know if such enemies arrive later, but if they do, they should arrive sooner)

  • Interesting.

    [SPOILERS!!!]

    I didn't see the switch from her perspective to his perspective coming. I think this could be interesting: another version from the man's perspective where we don't get to hear the thoughts of the woman, and to compare the results.

  • Hello.

    Played some.

    *There has to be some problem with sounds. Shot sounds arrive late (maybe the audio have a silent period in the first few miliseconds?)

    -Movement sound is also problematic, it doesn't loop and is disturbing.

    (Probably all sounds are placeholders as well?)

    *The range on line of sight grows and shrinks arbitrarily.

    *Opponents don't have a los range. They start shooting from out the black. Unjust competition!

    *We need a clear indicator that we got hit, and the same when we hit an opponent.

    *Opponent turret behaviour aims to where we are going towards. To dodge we have to change direction. OK but our acceleration is too slow for that, and the range is too close.