Emperor Ing's Recent Forum Activity

  • Adding music should be easy enough. I believe the tutorials page on the wiki has a link for an "adding sound effects plus music" tutorial. Plus, the "Verve! A game of skill!" topic has instructions on how to do just that.

    I played it, and I thought it wasn't too shabby. It's short and to the point, and while I could have stood to see some different levels, I liked how the challenges were always different. I wish you would have used the gravity changers more- those were pretty neat.

    Some things DO need to be addressed should you ever release a version 2 or something:

    -There is absolutely no point in having the "how to control the game" node so far away from the player, who (by the time he or she has reached the node) already figured out how to jump. Players need to know how to control from the get-go, and there was an awkward period when I started the game where I kept on pressing buttons to figure out how to jump.

    -If there is going to be one maneuver, jump, then I think it should be the space bar. Just a preference of mine, since it kinda makes things simpler (and on some computers if you repeatedly press shift the computer makes a nasty noise and a pop-up shows up asking you some technical jargon)

    -I think the bunny hop thing is kinda superfluous; it doesn't really need to be there. You can just uncheck that box on the Construct application page, under properties>>"Allow bunny hop"

    -Most importantly, some of your levels rely on you finding secret passages. While this is a good idea in and of itself, I think there is a serious design flaw in play when the player is completely and utterly clueless on how to proceed, relying on trial and error.

    Take for instance, the "that spike looks weird" level. I had no clue what that meant, so I repeatedly rammed into every available spike until I found the solution. I think there should be a graphical cue to nudge the player in the right direction: maybe a slightly different appearance or some off-coloring, or something. I mean, the text itself wasn't even close to the spike in question; I kept on experimenting on the wrong set of spikes till I finally gave up and tried EVERY one of them till I found the one.

    So mainly, I think that graphical cues are important to find out secret passages and what-not, because without out it, it turns into "let's ram into every tile to see if it works this time" which is anything but fun.

    Now, on the positive side, I like the graphics used, and I like the simplistic concept. As stated earlier, I liked the increasing complexity of the levels (though some of the levels where you just placed one orb close to a spike were a let-down, considering the cool levels that happened prior to that); some of the mechanics (like the blue orbs and the gravity machines) were pretty cool and unique.

    A lot of the mistakes here are what I'd call beginner mistakes, but the good thing about beginner mistakes is that they often can be easily rectified as the maker grows in skill and knowledge. I think if you ever do plan to release an updated version of this game, you should focus hard on removing the superfluous and unneeded aspects of the game, and focus on the fun bits. There is a good core here, it just needs a lot of polishing.

  • Now, I didn't look at the .cap yet, but sometimes it's good to rename all of your layouts into the names you want (eg "Level 1", "Level 2", etc), and then in your events, you "Go to layout event" something like

    "Go to 'Level 5' with transition 'None' lasting blah blah"

    Instead of saying something like "Go to layout 2 with trans blah blah"

    So now that I looked at your cap, you should be able to be fine if you have the event read, say, for level 2:

    On left-clicked on LV2:

    --->Go to layout "(3) Terre nuit" with transition "None" lasting 0 ms

    Try that.

  • Bear in mind that regular, generic people are rather dumb and easy to control.

    <img src="http://jonahhaas.files.wordpress.com/2010/08/maug1.jpg">

    PEOPLE..... WITHOUT HOPE...... ARE EASY TO CONTROL......

    AND THAT CONTROL...... IS TRUE POWER!

  • Even though I've used sounds and music before, the AppPath thing still confuses me from time to time.

    IE, i forget what it means.

    Does AppPath mean something like:

    Game\Music & "Cool Jams.wav"?

  • This man has only made three posts but they are probably the three best game ideas this forum has ever had.

  • I smell a blockbuster!

  • <img src="http://www.rollogrady.com/wp-content/themes/widgetimgs/tmyk.gif">

  • Jamesx is credit to team.

    <img src="http://www.hchs.hunter.cuny.edu/wiki/images/6/64/Heavy.jpg">

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  • Hate to ask here, but are there any .INI tutorials worth checking out on the forum?

    Seems like (obviously) useful knowledge.

  • Well, it's not like Scirra has, y'know, a COG copyrighted or anything like that.

    I guess a lot of people are gay for the cog.

  • If you haven't checked it, I suggest parts 8 and 9 of the Platform School Tutorial on the wiki page. They deal with enemies and enemy AI, and if you didn't look at that, that can be a great help. It offers essentially a foolproof way of setting up enemies and enemy spawn points.

    Just looking at things briefly, a major problem is that your events for your spawn points are set up that only ONE spawn point will actually do anything.

    What you need is the condition "For Each Spwan" [sic]

    Because the way you have it now, only ONE spawn point will activate and destroy itself, leaving the rest to just kinda sit there.

    Also, nowhere on your layout does the enemy actually, you know, exist. What you want to do, is put instances of your enemy outside the layout, with the Group attribute "Destroy on Startup"

    Then you can probably put the enemy and the light object in the same container. Because your enemies just... aren't there.

    Really, like I said, check out the tutorial. You may not be making a platformer, but I would highly recommend seeing how the tutorial does it, and learning from that. A lot of what is causing crashes for you is in fact just simple errors.

  • Yup, I kinda hope that this topic serves as a guide for other people; they can learn from my mistakes and the solutions that cool dudes like newt provide.

    EDIT:

    Why does it seem like people's posts just disappear sometimes? Are people just embarrassed and deleting their stuff?

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Emperor Ing

Member since 18 Dec, 2010

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