zephyrus's Recent Forum Activity

  • Oh man, this game is unpolished in so many ways, yet somehow that gives it charm haha

    A few little things I noticed:

    - if you shoot a hamburger to the right, then press left, the hamburgers will start moving left

    - falling off of the clouds into the pit just makes you land in the pit and you don't die

    The art might be childish, but it's so random that it's more creative than anything else and looks kind of neat, actually XD

    And if you're planning on doing tile-based platformers, take a look at the work Nifflas does. It's all very simple pixel art, but he puts so imagination into it that it just works well. Knytt Stories in particular comes with a huge database of tilesets (made by various people, not just Nifflas) in the level editor that are sure to give you ideas of how to make some nice tilesets.

    Also! Love the music

    If you're planning on continuing on this particular project, my suggestion would be to fix up the bugs, then just expand the area and continue making lots of wacky little objects here and there. Right now what makes your game fun (to me at least) is that it's interesting just to look at and listen to, maybe not for the gameplay but more of an experience.

    EDIT: Forgot to mention that for most platformers (especially ones with collectibles) it's important to be able to get back to anywhere in the level you were before in case you missed something. In your level right now, after you jump off the little cliff you can't get back up, meaning you're confined to the small area after the cliff.

    already knew those bugs, but thanks anyway! I've been to lazy to make it possible to die and i can't seem to fix the one with the hamburgers.

    nifflas is one of my sources of inspiration when i draw. his art is so awesome and i love the style and atmosphere of all his games. thanksx100 for all the kind words! it gives me a lot of motivation to work on it even more!

    im going to make lots of wacky objects and weird tilesets starting today i think.

  • i just found out that if im in the event editor, there are about 20 "ground" objects in the object list. so somehow it cloned them when i copy-pasted them one time, but it didn't put them all in the object list for the layout.

  • Right now this game's only purpose was to learn construct. I went through the platform tutorial by deadeye, and did some things myself. There's not really a concept to it yet, but I guess I'll just see where it goes in my sleepless nights. The (childish) art is all done by me, it's my first time trying to learn pixel art, so it's not very good, and a lot of the art i made, i didn't take too seriously.

    Comments and bugs reports are greatly appreciated. (and yes i know about that tile underneath the cloud )

    Download

  • Sounds like a submission to the bug tracker in the making. Are the objects locked? Have you tried right-click, unlock all?

    nope didn't work.

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  • <img src="http://img184.imageshack.us/img184/5295/ohcraprm7.jpg">

    see where the tiled background object "ground" is marked on the far left of the layout? the object is also everywhere i put that green color. but it does not mark them when i click on the object in the object list. when i click the objects manually in the layout, it does recognize them as the object "ground" but still does not mark the object in the object list.

  • > Is there a particular reason why you do use a detector?

    >

    Yeah... what Ashley said. Geez Rich, haven't you taken my tutorial? I explain the reason in detail

    > but i was thinking about the way of handling collisions between the player and the grasstiles, isn't it possible to use layers (solid layer for tiles, background layer etc.) instead of using the green collision detector on every tile?

    >

    I'm not sure what you mean. Do you mean to set the entire layer as Solid? I'm unaware of any way to do that.

    yeah thats what i mean, have a solid layer and many other layers for other things. games like knytt use this method and it seems like a good way to do it. no but there should be!:)

  • oh man, I can't wait for the rewritten tuts!!

    but i was thinking about the way of handling collisions between the player and the grasstiles, isn't it possible to use layers (solid layer for tiles, background layer etc.) instead of using the green collision detector on every tile?

  • > how would i have 2 blue glowing dots on 2 different image points, fade in and out all the time? can't seem to do it in a proper way.

    >

    That can be easily achieved using some simple maths. In an "Always" event, set the opacity of the objects to this:

    50 + sin(timer / 4) * 50

    Changing the 4 changes the speed. A higher number is slower and a lower number is faster. Hope that helps.

    By the way, I suggest adding the ability to change the opacity of an object to the Sine behavior.

    i just realized that a simple "fade" behaviour did the trick. thanks anyway!:)

  • how would i have 2 blue glowing dots on 2 different image points, fade in and out all the time? can't seem to do it in a proper way.

  • im hopefully getting a pcr-300 edirol midi controller, a mac and some other music stuff.

  • thanks man. got it working beautifully!:)

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zephyrus

Member since 20 Dec, 2008

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