valdarko's Recent Forum Activity

  • mineet

    yes, i'm studing a way to create a functional tiled map(on tiled maybe) without using too much unique objects (the tiled behavior alone do not suit my need), thats why i'v made this concept

  • RandomExile

    mineet

    thnx guys :]; i'm trying to update a devlog on my deviantart, posted a new thing yesterday: House concept

  • Game screen

  • Dyre

    nicezz

    maybe onde o this games cam inspire you with some design direction(not for the quite for the platformer thou...)

    just in case you go back to your first project idea, hope it give some kind of "insight"

    youtube video links:

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  • mineet

    yes it is :] thnx

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  • <img src="http://fc03.deviantart.net/fs71/f/2013/139/c/6/game_test___01_by_valdarko-d65vkly.jpg" border="0" />

  • Dyre

    very nice, really like this vibe

    it will be a exploration game?

  • really cool game concept, the enemy AI is very well done

  • <img src="http://farm9.staticflickr.com/8176/8003894530_c184628cc8_z.jpg" border="0">

    (PlayStation.Blog) Become a PlayStation Mobile Publisher for Free

    (IndieGames.com) Sony waives fee on PlayStation Mobile development

    the fee for the playstation mobile was removed(is free now), i'm just droping this here in case you guys miss the notification

    could be a good oportunity to mobile devs

  • amigoj

    sorry for the late, i just stomp to this post today, you still need to know how to make an abrupt screen transition like i did on my test project, or level transition?

    the next time you need some help, say the kind/type of game you are making and put some examples(games that have the same mechanic), because you can mimic pretty much anything with events, you just need to think "event-wise". the nice of construct 2 is this intuitive approach.

    this is the explanation i did for harrio back in the day:

    <img src="http://sphotos-c.ak.fbcdn.net/hphotos-ak-ash4/306049_458026150901012_919939161_n.jpg" border="0" />

    the scene switch are just <font color=red>red squares objects</font> with the same screen size (side by side) and i'm using the event: when Player is overlapping Square>system-scroll to(Square.imagepointX(0), Square.imagepointY(0)

    the logic here is simple, while the character is overlapping the red square object, the screen will be stopped in the Origin of the red square object(the middle of the object)

    so, i just did this event 1 time for the red square object, and now i can copy the square object every time i need other screen, no need to remake the event. this must not be the best way to make this, but is very simple and i understand how it works... a little; i dont know if it have any perfomance issue but it works for me.

  • ah thnx :], make the art and assets is easy for me

    the bomb right now is sound/music :/

    i'v decide what i want make from the game mechanic side of things

    and i made the inverse with mine: aesthetic > simple plot > gameplay

    because i can see that i will put some aspects that is not the "core mechanic" sorta thing

    reading your post i can see that maybe this is a "issue" side with artistic driven devs, like, programmers avoid start their games with the art; of course, starting with the art bring this loop of things being redone over and over again but, i feel more comfortable designing the "look" of things and then making the interactions; i feel like, strange to think "gameplay-wise" yet. if this make any sense.

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valdarko

Member since 17 Oct, 2011

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