Kouji San's Recent Forum Activity

  • One suggestion could be showing the (A) button when you're on top of Junk, so the player knows he can scavenge it.

    You can also throw some text hints on the HUD (per example, when you've got enough Junk, you can show a text "Now you have enough to build your first turret, that will kill those ***********

    You can imagine the rest, let the game teach the user, not otherwise.

    QFE! This is probably the best advice for any game designer, games need to be intuitive. Learn by play so to speak

  • I really like the look and feel you've got going here. I'm just a bit confused how to get those gadgets up and running. Being forced to stand still while constructing instead of still being able to manoeuvre is the bane in my hobo engineer existence

    That or I'm doing something wrong here...

  • BoosterBarrierBlaster - A random space adventure

  • Booster Bubble Blaster Techdemo Build 38

    • A random space adventure

  • Yeah, the developer tiles and random (insider) information, I'm talking about in in the video's are somewhat confusing. The funny thing is, the ingame chars look very consistent compared to the comic itself :P

    Short sitrep:

    I've got animation for movement (walking), idle animations, holster/draw weapon finished and working ingame. Now I'm working on the ladder animation and transition animations as well. And after I've got those ingame and working, I'll start work on the world art and perhaps some weapon sounds and shooting scripts.

    The next video will probably be somekind of trailer with at least one or two enemies in there as well. giving a better view of where I want to go in terms of look and feel of the game <img src="smileys/smiley36.gif" border="0" align="middle" />

  • "Boom" is Dutch for Tree, so in the Netherlands it works fine. You none Dutchies obviously need a language patch to make it work :P

  • <center><font size="4">Avast me hearties, there is treasure to behold...</font></center>

    Well not really, but I do have the basic look of the main characters finished and also some animation. Which remain hidden for now, until I get them ingame, I'm not a fan of *.gif animations! I'm going to use 128x128 for the main chars and they will of course resemble their webcomic look and style.

    Here's a picture on indieDB showing you the guys of the game and webcomic

    <center>

    Click on it for a bigger picture

    and some info on indieDB

    The link to the article on indieDB<font size="1"> when they approve it...</font></center>

  • Testing out the sound system was the main idea I had. however once I opened up Construct another idea came to mind, which could very well accompany the sound testing. Combining the sounds from Natural Selection and Super Mario Bros in a crossover platformer was the result.

    So here it is, an open source platformer with soundFX and music. I used the basic knowledge from platform school and some wiki powered sound

    [tube]http://www.youtube.com/watch?v=jk8ABVQseyE[/tube]

    IndieDB page - <font size="1">download inside</font>

    Heck I might continue this by adding more features, perhaps even turning it into a complete game (more chars like the flash version "Super Mario Bros. Corssover")

    Also feel free to use this or maybe even expand upon the game and if you want your build added to the indieDB page, just hit me up on here or on there. I'm all over the internet, there is always a way to contact me :P

    I think there's a possibility for developer teams for games on indieDB, if I'm not mistaken. Heh, I need to look into that I guess...

  • Nice, featuring the new trailer on my channel for a while. Really liking the new FX and character skills!

  • Well I think it is about time to create a thread on these here forums about the game I'm working on. I've posted an introductional video in the "Post screenshots of what you're working on!!" as I didn't know there was an actual video thread (there was no sticky I swear!). But the deed was done none the less :P

    Anyway enough about that, let's talk Containment:

    Containment is a single player platform game. It is about territory control with some kind of tower defense backing it up. There will be four main characters at the player?s disposal, these guys are the main characters of the webcomic Existence Unknown.

    <center>Initial development Started on February 25 2011

    <font size="4">Build19 is currently being developed </font>

    Build18 was finished on August 2, 2011</center>

    <font size="2">--Yes I copy pasted this from the indieDB page ;)</font>

    More information and links to related video's/web pages:

    Indie Indeed Showcase

    <font size="2">A first impressions series I'm running on my YouTube channel. Not just for my own stuff. If you want your indie games on there just PM me and we could set something up</font>

    <font size="2">--I will try and keep this OP updated with the things surrounding Containment, don't worry I will add some screenshots of the game on here once I get to the phase I feel comfortable posting them. It's mostly developermode and tiles currently.

    The next build will be focusing on artwork and of course the character skill sets.</font>

  • Maybe it's an idea to instead blur the sprites in your editing program instead. It will then up the memory usage, but decrease the calculations (blur seems quite expensive, especially with bigger sprites).

    I'm not sure which would have a bigger impact on performance... It's at least something worth trying :)

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  • Ah I see, I assumed the W and S buttons or the mouse had to be used to select those main menu level buttons. And as a result I thought they were locked, only unlockable by playing trough the levels.

    That and I might have it mixed up with how Mario does it, as they do things as follows:

    World 1 (level 1, level 2, level 3, level 4)

    I shall have a look at the other two levels (worlds :P), now that I can select the buttons (arrow keys)

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Kouji San

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