Caspis Sinclair's Recent Forum Activity

  • Awesome. Simply awesome.

    ed. Never mind, I got to the boss.

    (waits to see what everyone else's high score is before admitting his own...)

  • "Q" and "E" switches between weapons

    The first weapon is pretty much useless... I found the missile launcher to be the best.

    Maybe instead of "Ghost Buster" it could be "Spirit Smasher". Or "Apparition Atomizer".

  • I didn't get any error messages or crashes, but I can't use the rock or ladder (just the apple and spring, so the level is unbeatable).

    Cool game, though. Kind of like a relaxed version of Lemmings.

  • Nice!

    Maybe add a counter to tell you how many times you've clicked the tiles, so you can try to beat your old record?

  • right now i'm a 14 year old HS student. I'm known around here for making some pretty complicated and mathy stuff, although ive been rather inactive lately as i focus on actually making a complete game.

    thats about it!

    You're 14?

    Pheh. I thought you were younger.

    (unimpressed)

    ...kidding

  • A bit buggy (easy to get pushed through walls/platforms) but it was fairly entertaining.

    Were those high-res images really necessary, though? Or is music/sfx supposed to be playing (it was silent for me)?

    It should be 2 to 3 megs tops... not almost 12.

  • http://dl.getdropbox.com/u/1105553/2.5d.cap

    (a somewhat better example)

    I think I'm definetely missing something here, but can't this affect be quite easily achieved without the 3D box object? What are the advantages of using this method?

    It doesn't really look right with or without the 3dbox. Actually, it probably looks worse with the box since sprites just look like they're floating in midair.

    I'm not sure if z elevation can even be used like this. It works fine for things like the clouds and sun but the objects (rocks, building) always seem to scroll at a different speed than the ground. Putting them on separate layers and adjusting the scroll speed helps but one always seems to be just a little faster than the other.

    [quote:pcmxpmwh]And is the only wanted effect here the player character growing larger as he nears the bottom of the screen, cause that can really be done in two lines.

    It is.

  • I liked how you move the box by flipping it end over end but the yellow boxes are pretty buggy.

    Still, there could be some potential in it. Maybe not with moving enemies but it could be a fun little platform/puzzle game with some work.

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  • My name is Nick and my interest in video games started with the Atari 2600.

    My first computer was a Tandy 1000 (remember when Radio Shack made computers?) and I progressively moved up to a 386 DX-40, and then a 486 DX-66 until I was able to build my own computer; a "blazing fast" 200mhz Cyrix with a Diamond Stealth Pro 2000.

    I can't really target a single game as my absolute "favorite", or even what made me interested in wanting to create games myself.

    I've always been good at it discovering bugs and exploits in games. I'm sure someone other than me has figured this out, but I've always been proud of discovering the "undead party" trick in Eye of the Beholder for the PC. I'm sure someone here has played the game.

    In short;

    Play the game until you have found the remains of a dead adventurer and either reached the Dwarf Camp in the Spider Labyrinth or one of your Clerics has gained the Raise Dead spell.

    Either ask the Dwarf Cleric to raise the fallen adventurer or use your own Cleric's raise dead spell to bring them back to life.

    Next, kill everyone in your party except for one player.

    Open the camp menu and remove the last living character from your party.

    Congratulations! You now have an unkillable party of undead adventurers.

    You can't use items or weapons (although the stone keys still work) so if you want to kill any enemies you have to take items out of your backpack (or from the ground) and toss them at enemies (1hp per item, regardless of size).

    Yes, it was next to useless. But I didn't care... I discovered a flaw in their game and I was proud of it.

    I started becoming interested in game making when I discovered RPG Maker 98, and then 2000, and then 2003. I never really got into XP or VX.

    Anyway... I found them interesting but their little quirks and the difficulties (and tediousness) of creating custom systems led me to search for other programs.

    I tried Gamemaker for a while and I saw a lot of potential in it... provided that I learned coding.

    So, I did a search for game making programs and after a while I discovered Construct. I forget what version it was but it was significantly less stable than it is today.

    Still, I really liked the layout and I quickly saw that I could make pretty much anything that I wanted by just using the event editor.

    I haven't posted many .caps but I've created dozens upon dozens (probably around 100 or so, but not hundreds) of little test files and tech demos just to learn new things. My main project is a somewhat ambitious fangame spinoff and despite the shortness of the demo I'm fairly proud of my efforts so far.

    Not sure why I haven't posted it yet... I guess I just want to make sure that it is something that I definitely won't be embarrassed by.

  • "Autoplay Resource" isn't working (Xaudio2 object). My .wav files show up in the "sound" section but when I check my event sheet the resource pulldown menu is blank. Same thing for music.

    If I remove all of my resource sounds and music and delete every event that cues them I can run my .cap and save, but if I leave any of them in it crashes (probably just can't find them).

    This happens with both my old .caps and any new file that I try to make...

  • In case anyone ever gets a similar problem to this I think I found the solution.

    After reinstalling XP Construct .989 worked properly for me until I installed version .992 today. The same problem started happening again (with both versions) so I went into the 3d settings of my video card (Radeon 9800pro) and I tried setting "Support DXT texture formats" to disabled.

    That seems to have cleared up all of the weird image editor problems and now both .989 and .992 are working normally.

    Soooo... luckily no one else has encountered this problem, but if you have then hopefully this will help.

  • Old republic looks awesome

    http://www.gametrailers.com/video/e3-09-star-wars/49936

    I agree that it was a great cinematic but I want to see what the actual game looks like...

    Oh, and the Japanese have already created numerous pornographic minigames for that Warioware title.

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Caspis Sinclair

Member since 7 Apr, 2008

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