EmperorIng360's Recent Forum Activity

  • Phew, i was about to contact Affirmative Action.

    Ha ha, Angry Birds, more like "Physics Engine the Game, now with trial and error!" because it's like any game on AddictingGames.com.

    : p

    I feel a game like Angry Birds (which is INCREDIBLY simplistic - fling a physics object at other physics objects and MAYBE you'll win) can be made within the limits of a C2 Free Edition.

    You won't make a game like Super Metroid with 100 events, but having limitations means you have to get creative to surpass those limitations; however, you won't be able to make your dream game with the free edition. But using the free plugins and behaviors, etc., it'll be damn good practice.

  • I love seeing polished, fun, and creative games coming forth from game-maker - whereas most people praise the garbage that is I Wanna Be The Guy (which should be a textbook case of bad-game-design, but everyone just fawns over it LOLZHARDESTGAMEEVARZZZZZ), and Spelunky, which is also trash for its boring randomly-generated levels that suck all the fun out of playing a platformer.

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    I certainly wish I had your team's skill in crafting beautiful pixel levels and tight gameplay... ; ;

  • Sweet! Good luck in the competition!

  • Um, why don't you just get either FamiTracker or the other countless free trackers for chip music, or one of the many, many free chiptune VSTs or soundfonts?

    woolyss.com/chipmusic-plugins.php

    There, that link has links to free trackers and free soundfonts and plugins.

    Making music is what you make of it. WAVs are the biggest file size, with everything else being far smaller. Having your music files as oogs, mp3s, or aacs will make their use of resources negligible.

  • Honestly unless you damn well know how to make a game, you should focus on exploiting a few solid elements that work for a short time as opposed to making some long, overblown, drawn-out borefest.

    So aim for an hour at most. Preferably 30-45 minutes. Hell, even less if that's all that's necessary for your game.

    Don't be fooled by an industry that says you need 6 hours minimum for it to be even just labeled as a "short game."

    Metal Slug can be beaten in an hour or less. And <img src="smileys/smiley35.gif" border="0">, you still play it even when you beat it.

    When I'm playing a game on the computer that I hear about from some website, unless it has some SERIOUS clout (like Cave Story >.>), if I am not still entertained after 5 minutes I move on. I don't care if "it gets better an hour in" because it's still bad design, ha ha.

    So I will say shorter is better for an indie game. Don't overstay your welcome ;)

  • Tokinsom and co. once again develop a polished and sophisticated project that shows the potentials of the Scirra Construct platform - possibly more so than any other completed project I've seen up to this point.

    Loving the bright, colorful look, chunky pixel graphics, and the overall polish on the project - I hope you guys keep this up; the finished project is sure to be magic. The possibilities for the flutter-jump and the spin-move are promising indeed.

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  • Um, is that even possible?

  • Probably best to keep on doing that, at least for right now. C2 has only been out for less than a year in its alpha/beta whatever - but even saying that, it's progressing quite nicely.

    I'd say that, given the release schedule we've been seeing, hopefully by the summer of 2012 it'll be near the level that CC is at right now.

    Though I'm sure Ashley or Tom or Kyatric or someone else would know more than I do.

  • hm, that looks pretty cool; I'll have to check it out. The graphics are absolutely gorgeous - that's for sure.

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EmperorIng360

Member since 29 Jun, 2011

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