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  • Might as well add me too.

    My steam nick is luzeke

  • Pretty nice game. I like the idea of the loot being a bigger part of the actual gameplay, shortening your jumps and distracting villagers with loot.

    There are a few things that could be improved. Your screen real estate ismostly covered with stuff. Less than half of the screen contains the actual gameplay. Your interface could use some tweaking. There really is no sense in displaying the game logo during gameplay, it only takes up screen space.

    I understand the idea with the treasure bag, and it's a neat effect. However, I find it extremely difficult to throuw stuff out of the bag and have it land where I want (why the sine behaviour when dragging btw?). I think it would work better if the treasure bag was smaller (reducing screen presence) and instead of dragging stuff out of the bag you could just click on the item you want to throw and he throws it in the direction he's looking. At first I thought I'd suggest just having it be a simple buttonpresss, but then you wouldn't be able to chose which item to discard.

  • Looks good so far.

    The animation need some work. Your character feels backheavy when he walks. Much because he doesn't move his torso while walking and his legs doesn't move equally far away from his torso.

    The difference between his walking and climbing speed is quite jarring. Either slow his walk down, or speed his climb up. Maybe a little bit of both.

    There's not much else I can comment on.

  • Very nice indeed.

    Was the boss supposed to be one guy or many?

    And I 'm also more used to Z for jumping and X for shooting. But it's no a big obstacle, just needed to get used to it.

  • This might be something to consider for a future feature. Being able to export/import event sheets.

    I don't know how, or even if, it could be done, but it would certainly make the event sheets even more awesome than they already are.

  • Not screenshots, but I've been working on my dragons lately and I plan to have dragons, or at least a dragon, in my platform game.

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/dragons_.jpg">

  • First things first, I assume that you are young and this is your first game (or one of your first)?

    I played to Phase 16. You have some good ideas going. Switching characters to alter the level slightly is a nice idea, though you only used it once in 16 levels, and the ride on the big bug where you had to constantly go from island to island to keep afloat (I'm guessing it was water) made a nice break from the, honestly, monotone gameplay.

    Now there are a lot of things you need to improve on to make your game more compelling.

    Your graphics consist almost solely of solid shapes with maybe a little texture in them. This becomes really confusing after a while, since the colors alone does not tell the player how the character will interact with say the big greenish yellow cloud in the level with the guy with the flamethrower. I thought it was a noxious cloud and stayed away from it at first. You might know what color in what level does what, but no-one else does until they've tried touching it.

    Your characters also need improvement. Take a look at some anatomy tutorials, and if you're going to go the pixel route you should take a look at some spriting tutorials. There is a thread here on the forums with links to some of them, including "So you want to be a Pixel Artist?", by Tsugomori, one of the best ones you can find on the net.

    Sprite tutorial forum thread

    So you want to be a Pixel Artist?

    Also, pick one perspective and stick with it. Changing between side and top perspective is just confusing.

    Your music needs a lot of work. What you have now is mostly disjointed notes and sounds on a loop.

    I'd suggest sitting down with some music and listening to it over and over, each time focusing on a different aspect and how it plays out with the whole. Musagi is a free program which have a function that tells you when your notes dissonate with each other. I doesn't help you with constructing melodies, and more advanced composers can make dissonated notes work for them, but for a beginner it's a good tool to start with. You also get some aweosome NES style instruments that come with it.

    http://www.drpetter.se/project_musagi.html

    Your gameplay pretty much consist of walking around very large areas and touching a star to go to the next level. Not very exciting. First, you could reduce your levels sizes by half. Since there's not much going on in your levels you don't actually need the space, it only makes the player bored when there's a huge stretch of land to cover and nothing more/else to do.

    As a player, I don't understand why I can't keep certain things when I move to a new area. Take for example the shoes with makes you go faster. You give them to your player in a level and when he moves to the next one, he loses them, for apparently no reason. If you're going to take stuff away, at least explain why.

    In short, you need to tighten up your gameplay to keep your player interested. Add in some way to combat the enemies. I did get a bow eventually, but it was pointless to use it. It only slowed the enemies down slightly and I think I ran out of arrows, even though there was no arrow counter.

    Also give the enemies something more to do than just bouncing around the same pattern. Have them roam around a little on their own and when they spot the player, have them charge at him. And give the player a health bar. In a slowpaced game like this, instant death easily becomes frustrating. There are a great number of ways to do simple, but effective, AI. A good place to start is the Ghost Shooter tutorial. It's very basic AI but after doing the tutorial you can easily experiment with it and do more inventive stuff with it.

    Just continue making games and try to improve =)

    A lot of your complaints were design choices that were done intentionally...

    To be perfectly honest, you need to drop that mentality if you want to improve. No matter how much of a design choice it is, if a player tells you he had a problem with a part of your game and consider it a problem, chances are it's an actual problem. And from what he wrote, I'd agree with him. That is why game studios play-test their games, because it's easy to get to get blind and not see issues that others see, just because you're used to seeing/doing it.

    I thought the white guy looked like a bunny

  • As one of the 'new guys' here (I don't even have 20 posts) I can say that to me, this is a welcoming forum. I haven't seen that many arguments here, and those I have seen, like the recent thread of dread, are still pretty low on the flamewar scale.

    There will always be people coming in with little to no experience or misconceptions about certain things. If they're wrong, or you don't agree with them, tell them so in a calm and civil manner. They will either see your point (whether they agree or not), or flip out.

    If both parties flip out, it's no longer a discussion, it's a debate. And in a non-scientific debate (i.e. not trying to prove or disprove a scientific theory, but rather trying to impose your own ideas and values onto someone else) no one wins.

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  • It just occurred to me that I have yet to show my face, so here's me:

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/the_ink.jpg">

  • I haven't made anything with it yet, but when I do I'll definitely have a Construct splash screen (but players will be able to skip all splashscreens of course). To me it just seems fair, since it's open-source.

    I actually did a splash screen test (but with my inkBot logo) where I had the logo fade in and out with increasing/decreasing waves, depending on the opacity (100% = no waves). Looked quite neat. There's alot of fun stuff you can do with just a still image and Constructs behaviours to make a decent splash screen, so a .psd with the logo in layers could spawn some really cool Construct splash screens.

  • Really cool. I'm saving this for later use, if I ever do a 2P game.

  • A lot of great changes here. Nice!

    Although 3D Box still renders wrong for me, some textures not rendering at all (mostly the front, but different ones if you muck about with pitch, roll and yaw). I'm not sure if it was supposed to be fixed this build or not, but thought I'd mention it anyhow.

    Ignore that, it's just me being stupid and not checking the tracker (and the program) properly, (didn't check "3D Layering" in layer properties.)

    Now to go try out xaudio timescaling.

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