valdarko's Recent Forum Activity

  • BREAK Brick

    there is no "best" program to make art but for beginners there is some of then that are dificult to understand if you are totally blank about graphic softwares.

    if you know how to draw using pencil and paper i recoment you to scan your art with Paint and then export to paint tool SAI to cut out the parts of your character and then you can animate with brashmonkey spriter

    if you want to learn digital painting/drawing or pixel art, use paint tool sai tool because is pretty direct and easy, for pixel art you just take the Binary tool and start to use it

    for animations, it depends of the complexity of your characters, if they are simple you can use the tool inside C2, if they are complex you can adventure yourself on photoshop. but beware, photoshop is heavy and not too much intuitive

    a pretty basic pixel tutorial: http://www.photonstorm.com/art/tutorials-art/16x16-pixel-art-tutorial

    advanced pixel tutorials: http://www.hongkiat.com/blog/pixel-art-tutorials/

  • can you post a link/cap of your game?

    you need to provide more info because it could be just a simple image point misplaced on one of the frames or something off scirra engine, like a extension is being loaded behind your browser, causing it some sort of lag...

  • DalekAddison

    if you are speaking from the aesthetic side of thing, i think you should aim for visual style instead of the graphic side, since like Kyatric said construct is a 2D engine and all the graphic stuff will be sprites and bitmaps; unless you are just curious about design stuff... either way here is my 2 cents:

    visual style: aesthetic, feel, impact, perception, mood...

    graphic: number of poligons that can be draw on screen, number of particles/screen, size of the image file so more detail can be put on the texture...

    if visually speaking you can "say" a lot more with low poly than pre-rendered graphics, then you should go for low-poly; i think the important thing is to make it on a way that your game could be played for ages without the feel it is dated. Ex: zelda wind waker, okami, jet set radio, katamari series, odin sphere, valkyrie profile

  • jayjaymozza

    this tutorial use assets from the paid version, wich mean if you buy the license you can get those sprites.

    is not a big deal to use these sprites or make your own, and i think is better if you make your own assets, since it will help you to learn how this side of project work, but tutorial are everywhere on this forum, you just have to search deeper, like this one here https://www.scirra.com/tutorials/243/building-a-platform-game-a-beginners-guide

  • jayjaymozza

    you can go to the "cortex command" side of digging axpect of game (by that i'm saying less tiles/screen as possible) or a simplified digging game so you can wet you feet and feel if this gonna work or not.

    i really dont kno how construct 2 can handle this kind of effect, but i remember quite well that someone posted a tutorial of terrain destruction with costruct classic using the mouse plugin and making a erase effect that look like it is deforming the terrain.

    the first thing you need to focus is how to build the "simple" systems: terrain destruction, character movements, building system, types of tiles...

    then you make the jump for the random terrain creation so you can experiment wich way is better for the gameplay and performance.

    performance in this kind of games are very tricky, but if you really want to make a digging game using construct 2, try to build a very simple one first and then when the basic systems are done you can keep growing the game scale while keeping the good performance.

    Eventually by the time your project hit the "playable" state, this performance issues will be easyer to solve, probably future features will be add on the construct 2 and maybe help you improve the game.

  • baterism

    thnks man, i'm curious about how spriter is doing

  • baterism

    really nice looking stuff

    what bug did you found on spriter?

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  • how many tabs are open? (layouts, event sheets...)

    how many objects(+/-) you have per screen/layout?

  • thnk mineet :]

  • robin Sommer

    ahahaha its a design flaw man, i made this way to force the player to back track, you have to kill the boss to get the shield and then pass the "black laser" things

    your opinion is valid; i'm planning to change some aspect of the game now that the jam is over and better work the gameplay and give more clues so the player kno where to go. thnx man :]

  • robin Sommer

    maybe this link, a friend of mine had problems with the link when running in other browser besides chrome

    dl.dropboxusercontent.com/u/119955512/The%20Obelisk%20SpellBook/index.html

  • <img src="http://fc01.deviantart.net/fs71/f/2013/195/9/d/the_obelisk_spellbook_by_valdarko-d6dfqhs.png" border="0">

    sup guys, made this for the iamagamer jam http://jam.iamagamer.ca/

    you can play it here http://jam.iamagamer.ca/submissions/4-the-obelisk-spellbook

    or this https://dl.dropboxusercontent.com/u/119955512/The%20Obelisk%20SpellBook/index.html

    as soon the jam is over i'll post a more "refined" version for the scirra arcade

    hope you like it

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valdarko

Member since 17 Oct, 2011

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