mudmask's Recent Forum Activity

  • also, yes - stencyl = horrible.

  • alvarop and Nesteris - I edited a video this year... does that count? I'm also a wedding photographer...

  • Nesteris - ha that's funny, sorry it's confusing. I don't know why I chose the buttons the way I did honestly.

    I started working on the engine in September, but was using some different graphics and originally had planned a different kind of game. I had these ideas for this game kicking around my head for literally years though - maybe over a decade - and I've worked and reworked the ideas off and on here and there. I'm just now in a position to devote some real time to it.

    I started using a program that Scirra Construct was based on (at least in part), Multimedia Fusion, and have been doing graphics for some time. Everything I guess finally came to a head here, like I was saying.

    Thanks for all the feedback and interactions, amigo.

  • OK - I've added a quick build update, which primarily includes crawling, using bombs, and trap platforms (which were surprisingly more complex to make than I had anticipated)!

    Also includes a simple title screen, with a name that's subject to change:

    http://threesevenhosting.com/builds/11-26-2014/

    (I haven't implemented crawling into touch controls quite yet - sorry guys!)

    Some screens:

    Thank you everyone for all the encouraging and constructive feedback. Please keep it coming.

  • Colludium, I did have some office files open, but they weren't saved in my project folder. Some kind of registry conflict?

  • zenox98 - thank you for the suggestion. To my fault I honestly google searched the issue and this thread came up. To be honest, not much more to say than what Willzilla wrote. At any rate, if I can't resolve the issue, I will post in the 'How Do I' or the bugs section.

  • Willzilla - any word on this? I'm having the same issue.

  • - no man, that's great feedback. Thank you.

  • thanks! Are you referring to preparing to blast some enemies away before they nab you? I definitely have to factor that in. I don't know how much larger levels will get in the end, since I'm aiming for a more casual audience... but they will definitely get bigger.

  • Looks cool man. Graphics look really sharp. What's the story behind the character design?

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  • burningcake - thanks man, they've been marinating for a bit.

  • Nesteris - good call! Thanks for checking it out. The only AI issue I'm having right now is with the geemer. I need to convert it to delta time or some how figure out how to make it frame rate independent. Right now it's moving 16 pixels, checks surroundings, and then moves again. If the frame rate dropped it would go super slow, as oppose to the hoppers who actually just use platform movement. Other than that, the hardest part was making sure that they stayed on the screen and weren't active if they weren't on screen or the screen was scrolling.

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mudmask

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