Megabeard's Recent Forum Activity

  • Hey guys, I was a bit stumped on this one and was hoping someone might be able to help me out.

    I'm aware of how to allow the player to jump at varying heights using the platform behavior, but what about when using the physics behavior only? Platform has the ever useful Vector Y expression which would normally allow me to do this, but I can't seem to find an alternative for Physics.

    So, in short, if I wanted the power of the player's jump to be based on how long they hold down the jump key, how would I go about doing that using the Physics Behavior?

    I would appreciate any ideas or help with this!

  • This is awesome. The animation after you die still makes me crack up and the effects were pretty good. I think a lot of people would get a kick out of this and it could easily pass for a tribute/parody game as long as you don't make money on it.

  • My main criticism is that the camera really slows the game down. The camera has this tendency to zoom in whenever the player is performing an action such as moving or jumping, but the way it appears to be programmed is that the action doesn't begin until the camera itself zooms. This gives a very laggy effect to the game play. Why not just leave the camera zoomed out? I personally like the amount you can see when it's zoomed out the whole time.

    The other thing I was unsure of was the main mechanic of the game where the darkness comes on screen. Is there a time limit on how long you can be in that darkness? I seemed to die for no reason when I was trying to go from platform to platform. I wasn't sure if that was the mechanic, or a glitch.

  • Alright, finally got some time to try the game out. First off, great job on the art. It's very appealing and atmospheric. The aesthetic is very pleasing. However, when designing the fish that are going to be eaten, I think you should take a close look at how they're designed. There were two fish in particular that it looked like I shouldn't be going after. Both had kind of an evil grin which made me think they were poisonous or something along those lines. But it turned out everything on screen was ok to eat.

    I don't know how far into development you are, but I suggest adding more mechanics to the gameplay if you're not too deep in. As I mentioned above, some fish look like they could poison you. So perhaps some fish that decrease your health should be added?

    And one final thing was that upon contact with the shark, fish are automatically eaten no matter where contact is made. I think it needs to be that they are only eaten when they go near the shark's mouth. There were times where I hit them with my tail fin and it considered them eaten.

  • I got a blank screen too on my first time loading the page. However, the second time I tried, the page came up. Strange... anyway I'll come back to this game a bit later when I have some time. Just thought I'd bring up the blank screen issue too.

  • This is a good job for your first game. It's simple, fun, and has a pun for a name which is always a plus <img src="smileys/smiley17.gif" border="0" align="middle" />. I saw you plan on adding a bunch of things in your next update, but I think what this game would benefit from the most is a timer which tells us how long we lasted. And maybe a leaderboard too, depending how far you want to go with the game.

  • I enjoyed the game. It has a very Super Meat Boy-ish feel to it and the atmosphere is well-done (Music/art in particular was good). The difficulty curve was also very reasonable. At no point did I feel like the difficulty came out of nowhere. It slowly progressed into a more difficult experience with each section.

    I was also surprised how long the demo was going for me. I figured it would only be a few sections, but there was a lot of depth to it. How long did it take you to make?

    As for criticisms, my main gripe was with how sensitive the controls were. I realize this was meant to be half the challenge, but when you're precision platforming on rather small platforms that are moving up and down, it's frustrating to fall off those platforms just because you held down the move key for a split second too long. In games where you have very precise control over your movements (Such as Donkey Kong Country), that's ok. But here it was the only part of the game where I was frustrated. My suggestion would be to either ease up on the areas that require high amounts of precision, or maybe make the player's acceleration take longer.

    The only other criticism I can think of is pretty minor, but thought I'd throw it out there any way. There were a few times where I wouldn't notice things that were important because it blended in too much with the environment. Usually it was a spike on the ground. Also in the section that you screencapped in your OP, I didn't realize you could just run along the floor like that because those looked like openings where you would fall into lava. I'm not sure if that's another case of the floor blending in with the environment too much or if it's the same deal as in Mario where the player can run over very small open spaces, but either way these things are pretty minor.

    Great job on the game!

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  • Hey Stephen,

    I enjoyed the artwork and aesthetic of the level. It has quite a bit of charm to it so I think you're going in the right direction there.

    What I'm not sure of is where you want to go with the gameplay. I did notice the points aspect the most while playing the demo, so are you thinking of making this into a game featuring a leader board? What are some features you plan on adding (Eg. Attacks, collectables)?

    Also pretty minor, but when the snail enemy goes off the screen and dies without me touching it, it gives me points for that.

  • Well I don't know why I can't preview the example you made for me, but after replicating your code and putting it in my game, it's exactly what I was looking for. Thank you RamPackWobble!

  • >

    > Though still it bothers me that I can't figure out how to make a platform move in any way I want. It sounds so simple, but I can't wrap my head around how. There's got to be a way.

    any good ?

    It looks to be something that helps me out, but the problem is I have no way to preview it. I keep getting errors whenever I try to load the layout.

    "JavaScript Error!

    Unspecified Error.

    localhost50000/glwrap.js, line 1422 (Col4)"

    Incidentally this seems to happen to me a lot when I download examples. Half the time I can't preview them.

    <img src="smileys/smiley5.gif" border="0" align="middle">

    I appreciate the example though. I'll try and replicate it and hopefully from there I can preview it.

  • Yep. It is possible to add at least two sin-movements to same platform. I'm not sure if something like this will be enough, but at least it's easy to make.

    https://www.dropbox.com/s/vzh56cgs9hrdaya/DoubleSin.capx

    PS: I'm not artistic type at all .. <img src="smileys/smiley19.gif" border="0" align="middle" />

    Interesting! I had no idea that could be done. I think I can make that work with some practice, thank you!

    <img src="smileys/smiley36.gif" border="0" align="middle" /> I appreciated the extra effort with the art anyway.

    Though still it bothers me that I can't figure out how to make a platform move in any way I want. It sounds so simple, but I can't wrap my head around how. There's got to be a way.

  • I have not tested this, but would it be possible to add multiple Sine-behaviours to one ohject? Like one controlling X and another for Y position?

    Besides that.. You can always count the time spend and make some functions to set X/Y positions..

    Hmm, I don't know if that would work just because the program being able to distinguish between two separate of the same behavior seems unlikely. For instance, what if a player character had two platform behaviors? And they both called for different jump heights of the player? I think the system would just choose whatever came first.

    Then again, I am not knowledgeable in sine, so I'll play around with your idea on my lunch break today.

    Setting to position would be instantaneous though, wouldn't it? Unless I'm setting position pixel by pixel? I wonder if that would be the way to go about it?

    Thanks for the response, I'll try and mess around with it a little more and see what I come up with.

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Megabeard

Member since 30 Jun, 2011

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