Yambo's Forum Posts

  • 4 posts
  • Such a simple idea, yet looks so fun! How did you approach the multiplayer?

    Hey sqiddster,

    Not sure what you mean by that, but I'll give it my best shot to answer. I really love local multiplayer, and I considered games like Super Smash Bros. and the Sportsfriends pack (Hokra, Barabariball, Johann Sebastian Joust, Pole Riders). In Smash Bros., when you die, sometimes you have to wait a really long time to get back in the game (~5-10 minutes, if you're playing with awesome people and die early).

    With kayasa, I wanted new players not to be discouraged by losing. Everyone dies in kayasa at some point, some sooner than later. The great part is that even if you do, a new round will start in ~30 seconds, on average. More often than not, players get themselves killed on accident and have a good laugh about it. I wanted to create an environment where players could choose to directly attempt to cause others to die or to ostracize themselves and win by pure survival; some of the most interesting matches take place where players all try to survive and leave each other alone. In fact, when it gets down to just two players and enough time has gone by to make the heart beat visualizations difficult to dodge, players almost exclusively stop fighting each other. The quick gameplay bursts also contribute to people playing it for very long periods of time; when I show the game at events, more than 170 rounds are played.

    I really hope that answered your question. If not, I'll try to clarify some more. :)

    Hah, that looks like fun! It's fun to watch, too, so keep it up!

    Thank you, C-7. I will. :D

  • Hey All,

    Henry Hoffman, of Mudvark, bought me a drink during GDC. In return, I'm posting about my game here. :P

    I greatly enjoy using Construct2, and, for the 2013 Global Game Jam back in January, I made a game called kayasa using it. It's an abstract, 4-player, competitive multiplayer game that focuses on quick bursts of gameplay. Here's some alpha footage of it:

    youtube.com/watch

    At the Los Angeles GGJ 2013 event, kayasa walked away with two awards: "Most Visceral Fun" & the "Awesome Fun Popularity Award!"

    After some tweaking of user feedback and all around gussy-ing up, I have submitted the game to IndieCade 2013; I am currently awaiting results.

    Thank you, Scirra, for such a wonderful tool, and thank you to the community for making stuff. Also, special thanks to Mudvark for peer pressure.

    You can learn more about kayasa on my website:

    bryanedelman.wordpress.com/projects/kayasa

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  • Hi there.

    I'm making a game for a Game Jam that has NPC's run away from you when the player reaches certain points in X,Y space. However, I need to trigger a series of movements in order to guide the NPC correctly through an area.

    I've tried doing this by basically using a boolean variable and switching from the starting value of 0 to 1 whenever the player reaches the point at which the NPC's should start running. I then do a bunch of movement events on the NPC's when that variable is 1. However, the NPC's don't react at all that.

    The NPC's should continue through their movement orders regardless of where the player moves. Basically, I want to proceed through the set of movement events independent of the player after he triggers it initially.

    Is there a good way to do this?

  • And here I just registered so I could ask a question about arrays in Construct2 and someone has a great example of it with comments! :)

    I haven't looked at it yet, but I just downloaded it. Waiting to get back to my PC (on my Mac now) so I can run it (a Mac version of Construct2 can't come soon enough). <3 Construct2!

    Thanks for this. I'll update with its degree of helpfulness in a bit.

  • 4 posts