Julmust's Recent Forum Activity

  • I hate you all! No, really

    Most of the artwork presented here is not only good, it's fantastic. I mean, just look at the work of saint11, pyteo, inkBot, frpnit or Julmust. They are so professional by any positive means.

    And me?

    average programming skills

    average music composing skills

    average writing skills

    below average drawing skills

    ...

    If I only had 5% of your skills!

    Damn!

    *walks away crying and full of self-pity*

    I know how it feels, because I feel the same way.. So, the only thing we can do is to stride forward, become better and in the end release a game that hopefully, HOPEFULLY someone finds enjoyable.. you know? Hell, why don't collaborate with me? I can teach you stuff and you can probably teach me loads considering my below average programming skills..

    .. And thanks!:)

  • Here's the main character for my Construct learning project Based on my lovely girlfriend, Carrie (cheesy ain't it?)

    <img src="http://dl.dropbox.com/u/4898391/dead_ahead.png">

  • What surprises me is how well the Microsoft logo holds up.

  • If you don't know how it's done then you probably don't wanna try to do it because the security issues involved are immense.

    Basically you should have a secure SQL sever database that both Construct (through python I guess), the website and billing reads to for usernames / passwords. I'm sure Paypal has a simple token system, where it can send a query when the order has gone through, validating the account automatically.

    The biggest problem is to secure the connection between the client or website to the SQL database. I have no idea how that is done so if anyone have a clue please enlighten us, I'm curious as well. Someone who knows basic binary hex shit can access a lot of that stuff in a Construct binary exe file I'm sure, which is why it's very scary.

  • Not entirely true, there are very few things you can do in Construct (game logic wise) that you can't do in Kismet.

  • Once you start adding 3D features to Construct you are also going to add a heap of other issues. Like Render Order, Alpha sorting, Culling, Drawcalls, shaders etc. Personally, I don't want the developers to spend time on developing more advanced 3d features when frankly there are better 3D game creators out there (Like Unity / UDK).

  • Great music so far, keep 'em coming!!!

    I have to say this really brings back extraordinary memories. Can't choose between the two Rambo songs (Hey, atleast I nailed it down to ONE title, right?) :

    What's your pick?

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  • That looks great! I like it A LOT! The sense of vista is very present, very hard to get right (been trying to get the same feeling myself and failed miserably >_< ) Keep it coming!

  • Fabulous work everyone who contributed to Construct and fantastic work Ashley !

    Here's to 3 more years *cheers*

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  • The graphics are absolutely fantastic and you're a very talented artist.

    Here's a couple of things I've observed:

    • When the player is faced with too many action inputs (e.g jumping, shooting, gliding and chat) everything gets too complicated in my opinion. In my project my rule is to have a maximum of two action inputs on the keyboard with an alternative input on space key. The reason space key is so good it's because it's a separate motion compared to your more dexterous digits -- I find my brain having an easier time of distinguishing those key presses. A last tip regarding the controls is to make use of contextual controls, for example have the player glide if you hold in jump, that feels MUCH more natural.
    • The responsiveness of your game feels very... unresponsive:) Another soft rule I have to combat this in my game is to always change the players pose when he's interacting with a new object. I feel the only thing in the way of making this a fucking fabulous game is the way it feels moving about with the player. I've spent many weeks just working on the main player and how he feels going through many iterations.
    • Don't use chat in the beginning of the game as fluff, my immediate response is to ignore them that point onwards because they're saying non-useful stuff and then you're fubared when you want to use them to actually progress the player later in the game. If you do fluff let them just trigger simple speach bubbles instead OR embed useful info in the fluff text, you know?
    • Something Blizzard found out while developing DIablo 3 and really stuck to me (paraphrasing): "We spent all our energy in designing great looking monsters to only have them die 2 seconds later, that's when we switched to the philosophy 'design the monsters to die'". I don't know how applicable you think this is but basically, the feeling of 'killing' a monster is much more 'tactile' to a player than the feeling of seeing it live you know? So, your monsters look AWESOME, now make them DIE awesomely aswell.

    Anyway, it's GREAT to see something of this quality graphics wise made in Scirra, keep it up!! Sorry if the next is near unreadable, in a hurry and gotta run.!!

  • Here's a thought, cut out stuff from pikmin screenshots and use them as placeholders?

    When you have a fun game, getting an artist is easy.

  • I don't think that's a particularly good idea.

    Who decides what's beginner, intermediate or advanced?

    Why foster a forum culture where games are divided by technical skills rather than artistic expression?

    Where is this avalanche of games and software being posted on the forums that you have to categorize them?

    And lastly -- It makes it harder, not easier.

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Julmust

Member since 9 Oct, 2009

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