CrudeMik's Recent Forum Activity

  • > vimeo.com/16387177

    >

    dude. you totally just blew my mind. looks amazing for a simple ai test.

    i've long wanted to make a game with combat surprisingly much like that. kind of the flotilla wibe but real time and with more of a story. spacerpg so to speak.

    could i possibly talk you into letting me poke around the cap for that, if you have it? reckon i could learn a great deal from that.

    thanks.

    ps. hello all. long time lurker, first time poster.

    Yeah sure thing here's the complete project file (minus the audio)

    http://dl.dropbox.com/u/3317708/SB.zip

    I've included the custom effects and plugins I use also.

    WASD to move LMB to shoot, RMB to zoom.

    I think you'll find that it's put together very bluntly with sticky tape and cardboard. I've no experience so it's all probably the WRONG way to do well, everything that's in the .cap haha

  • http://vimeo.com/16387177

    A big space battle scene test to teach myself some basic AI

    I also have a gameplay video of my game Agilis:

    http://vimeo.com/16396290

  • I want to incorporate some beat em up elements into my game, and I was looking for some advice. Any suggestions or insight at all will be very useful.

    Which behavior if any do you think would work best for the enemy AI? (right now Im using the RTS movment)

    I am using the 8 direction movement for the players, how difficult is it to add jumping and gravity to the behavior?

    I'm toying with the same thing man and the AI is a bitch lol this is how far I got (needs xbox controller)

    http://dl.dropbox.com/u/3317708/HAHA.exe

    Got a .cap here too:

    http://dl.dropbox.com/u/3317708/HAHAHA.cap

  • I like it man, quite tricky - nice softness on the shadows and flickering.

  • The animation is super interesting, how I wonder will you be able to have such high resolution textures without causing slowdown?

  • Man I've been grappling with the grapple issue for ages, so hard to make a good one which has momentum. You could make a 'doodle jump' ish sort of game where you have to gain as much height as possible maybe set to sky scrapers so you can have moving platforms to grap and if you get past the sky scrapers you can maybe grapple on to birds or planes lol stupid idea.

  • Yeah very cool, good art - though I did think that the music was a bit off, it was weirdly super happy and a little cliche, like the sort of music you'd hear on a hidden object game - I'm not knocking the music itself, the music is well orchestrated, I'm just not sure it works in the game. Though I only played about 20 mins of it, it might change. The audio featured here

    in your early gameplay video of the game is much, much better, in my opinion...sorry I don't mean to knock the game, if the music is the only negative thing I have to say about it that means it's one damn-well-developed title.

  • > Saving needs to be sorted out, when using system save to file and load file to save and load game states, on load copies of objects such as lights end up in completely different positions to where they should be.

    >

    It also freezes the platform movement in my game (not reproduced in a clean .cap though). It's the first time now when I've come to the point in a game where i need to be able to save, but to encourage people to finnish games without too much trouble this feature should work flawlessly.

    Agreed but I don't know if I just am too inexperienced to know about saving in Construct, I can't find any tutorials about how to properly set up your game for saving, I would love a tutorial where you had 3 save slots at the start which loaded states saved from a complex environment. It works well when build it with a few basic sprites but when I try to apply the same method to my project it messes everything up.

  • Dun

  • I dunno, it looks appealing to me. You've got some nice depth going on with the different scrolling layers. I can't wait to see the final result

    Cheers!

    Sweet game

    Thanks!

    Looking great!

    Nice one!

    I'll have a gameplay vid up next week am just working on the sound design for this level at the moment.

  • Got another video of Agilis here with much improved graphics - this vid shows the style and mood I'm going for in the game. Let me know what you think! (Still looks like crap but imagine if a decent artist made the graphics

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  • Saving needs to be sorted out, when using system save to file and load file to save and load game states, on load copies of objects such as lights end up in completely different positions to where they should be.

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CrudeMik

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