eliasfrost's Recent Forum Activity

  • Making loading screens are pretty easy and doing it yourself lend you more flexibility than a plugin that does it for you. Though I can understand the convenience of having one.

  • Thank you for your feedback Liquid.

    The reason I'm not sure about the former background (the bottom one in the picture) is that it feels more cluttered than detailed. Busy rather than well composed. The repeating patterns add monotony to the environment and can end up making the player feel like the level is repetetive when it is in fact the background that is feeding the player repeating patterns, like how a short annoying music loop can make a scene feel dragged on when it is really not. Even worse when the backgrounds don't move around, which they don't in my game.

    Which image do you feel is more focused?

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  • I've been iterating on some of the areas for my game and recently I've been taking a look on one in particular. When I design the levels for that area I find myself filling in a lot of detail in areas that are not used or focused on when playing (blank spaces around the geometry that the player will move about), I also noticed that breaking up the repeating tiles eat up a lot of time designing the actual levels. A few days ago I did a mock-up for a new style to try and get rid of this problem but before I commit to something I want to ask you guys for feedback, which one do you perform, what are potential problems with one approach over the other and so on.

    Here a comparison picture:

  • It'll be a problem if the person is a man with higher pitch than normal or a woman with lower pitch than normal. Or people that refer to themselves as another gender and so on. I don't think it's a wise idea to assume the gender of the people that play your game, even if the assumption is made with a complex system that you've put a lot of time and energy on. Food for thought.

  • I don't thinking it's an issue of people not liking new ideas or trying to find them. It's a known fact that the app market have huge discovery issues. Most people have probably never seen or heard of the games that do try new stuff and experiment because they are simply too hard to find, most people will try new things if they are easy to find and free of risk. If I were to blame something it would be the system we have built but never maintain, not the people that buy games.

  • Wow I can't believe I missed that, thanks

  • Is there a way to load images from the harddrive during runtime? For example, allowing a player to load an image into the game? I've looked around and it doesn't seem like that's possible?

  • Thank you Savvy001, unfortunately I don't think I will have time to make a tutorial for any of the mechanics in the game. But in short it's basically boxes and trigger areas, nothing too special. To be honest it's probably the animation that does it all as mechanically it's just sliding boxes with images ontop.

    I have now implemented hacking into the game. There's no minigame or anything but rather a device you use to activate/deactive panels/controls etc. that is linked to a door, trap, robot or something. Your device have a number of charges and you use a charge by hacking a device but you can regain charges by un-hacking machines.

    I also updated and cleaned up the interface a bit.

  • To use the platform behavior to make the enemy jump you need to check for reasons to make the enemy jump. In the simple example below the enmy object will move to the right always, and when the enmy object overlaps with the plr at offset the event tells the enmy object to jump.

    With this method there's really no need to use a boolean to check collision because there's no invisible arc to disable collision on.

  • Here's a simple example for repositioning an object:

    Now if you want to move the object smoothly back to it's position it's a bit more complicated than that because you need to make sure that gizo doesn't collide with anything on the way (you disable collision until gizo reaches oldX and oldY, I think that was what LittleStain was getting at in his post).

    EDIT: Oh and that gizo is moving under hut2 is a zorder issue, you may want to change the zorder of the objects if you want gizo to appear ontop of hut2. (right-click -> Z Order)

  • Maybe I haven't looked close enough (cause I can't find it) but I don't think 'add effect parameter' is a thing?

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eliasfrost

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