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  • Dustforce was developed using Game Maker

    Prototyped* Their own engine was used for the final version.

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  • Is it possible to have the 'pixel rounding' option affect size and angle as well? Currently it only affects movement.

    If the canvas is stretched using any of the fullscreen options, and an object is scaled or rotated, it doesn't go by "in-game pixels" but rather each pixel on your monitor, which looks weird for low resolution games (and might affect higher resolution games as well); kind of like Dorkly's sprite-based videos.

  • Could always just...not have the player kill the enemies. Make them more like obstacles; dangerous things to avoid.

  • It helps to make the enemies distinctively evil or non-human, like evil minions, monsters, robots, etc. That way the violence feels a little more..justified?

    Or you can make combat more comical - have enemies fly off the screen instead of exploding or disappearing, use stars or something instead of blood, etc. (In Metroid: Fusion, very few enemies actually die - instead they turn into X parasites and possess other enemies or just fly away)

    One other trick that helps with this is enemy re-spawning like in Megaman X or something - nothing actually DIES, just returns to its original position with full health and such. This prevents the level from becoming desolate after killing everything, which could inadvertently make your game seem much darker.

  • I personally thought it was terrible.

  • Set DestText.text to ""

  • I don't think it'll be a problem..If it is, just add "trigger once", or maybe have it set an object variable so you can use that instead.

  • I honestly wanted to make a 2d game however ive given it much though and

    i see now that the people no longer enjoy 2d games as in the old times, with that i mean that they consider their time wasted on a game that is 2d when there are 3d games out there so they dont even bother to try 2d games out..worlds changing fast

    Dunno what you've been smokin' ^^;

  • I hope that's a smiley face.

    1) Can't you already do that by highlighting a group of sprites, holding ctrl, then drag 'n dropping duplicates?

    2) Could be slightly beneficial when using tiles, I suppose. Maybe a "draw duplicate" feature could be added? Highlight an object, then hold T and left mouse click to draw duplicates? -shrug-

  • Hmm. I guess imagine Tom & Jerry and how the music is synced with their movements, just on a MUCH smaller scale.

    Say there's a scene when the music smoothly transitions from happy to sad, and something in the game reflects that - or maybe a song is playing through the intro and it only goes to the title screen when the song 'kicks off' - all that has to be perfectly in sync or it will look bad / cause upcoming events to be out of sync as well.

    Tracking down the milliseconds and executing the right event(s) based on that seems to be the only thing I can do, and it works pretty well provided there are no lag spikes / slow load times or something...but they are inevitable it seems.

  • I'm wondering what the best way to sync events with music is. Normally I just use "compare time" or I constantly add n*dt to a value and use that but it would seem, every now and then and most likely due to load times or something, that the music and events get out of sync. I wait until all audio is pre-loaded before starting the game, though..so hm. Anything else I could be doing?

  • Just use "Compare Two Values".

    +len(DestText.text) is greater or equal to len(SourceText.text)

    -> Display an arrow for the next message or something

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Tokinsom

Member since 6 Jun, 2010

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