valdarko's Recent Forum Activity

  • i kno this, but i think this back and foward is normal, i'v redone my project like 6 times(now i have like 7~8 different game ideas)

    start as a handdraw with CC, then i give C2 a try, stuck at the animation process and learning curve figuring out how i make my ideas; and so i'v started making pixelart and now i'm remaking the design stuff again

  • haifisch

    nice vibe, to stop the little "bumping" that the HUD make dont use the pin behavior or every tick; just arrange the HUD objects on the screen, put then into a separate layer and then remove the scrolling option from this layer. i think it will do :]

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  • <img src="http://1.bp.blogspot.com/-c8gSxTXDm74/TqtLoqNdeeI/AAAAAAAAAE0/97JFVikZLoQ/s1600/Nini+Battler.png" border="0" />

    i like this one :D

    you have any playable stuf yet?

  • start with a few tiles (can be made inside construct) so you know the type of tiles it represent, build a simple structure that shows all you gonna use, like a test room: solid floor, jump floor, doors, chests, walls, decoration, object...

    then you save as a project file so it will maintain the tiles .png now you can open the Photoshop(i use SAI because is lighter for my pc...) and pimp the tiles while you replace then inside the root arquive from the construct 2 project folder( and keep a backup project).

    this way you dont need to rebuild the test room, while you still can see how the tiles work together.

    after this i think the best way to build levels is using a tile editor like, DAME and build using the tiles you made and then export the map to construct

    here is some 16x16 pixel art

    and keep simple at the beginning, so you dont give up

    hope it help

  • one more scene

  • my dream game would be a multiplayer co-op horror metroidvania rpg puzzle with ghosts

    the player have to deal with a broad types of apparitions, and have to find the source power of curses and phantasms using strange devices with spiritual energy while investigate bizarre phenomenons.

  • messing with pixel stuff

  • Bartosh

    yep, i have seen this site before, and Arne art, i hope they make this game, the engine is very good and fun to mess

    about megaman legends... is sad, i think crapcom is dead

    but is funny this thing about grim brown shooter, i agreed with you about the industry taste but, i know a shooter that is quite popular called

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    and it have bright colors and a cellshading visual style, a little bit like what they made with MML3 visual style direction.

  • i would love to see a third person shooter with the vibe of megaman legends, variety of character customization, broad range of robots and vehicles, weapons and monsters, persistent world, multiplayer (mmo if possible) and sand box elements like construct things and change aspects of the world.

    i think if the triple A devs spend more time making content instead of graphics they could make something off the call of dude recipe/action button.

    for the indies, i think of a blend of blaster master (enter vehicles and stuff) with cave story gameplay, rpg elements, with character customization and multiplayer. starbound is very close to what i imagine on the side of gameplay

  • thnx Rory

  • hey harrio

    i think its correct. is like this:

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

    the red squares are side by side, so when the character overlap the other side the screen change. i hope this help

  • thanx man, i rly appreciate it

    harrio the scene switch are squares objects 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)

    this is clear or is a little confuse?

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valdarko

Member since 17 Oct, 2011

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