valdarko's Recent Forum Activity

  • eae Jeovane blz o/

    here some tutorial for starters

    <img src="http://www.photonstorm.com/wp-content/uploads/2011/09/step3.gif" border="0">

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

    the secret is to start making simple animations too, 3~4 frames just so you can feel how the characters/sprites will move on screen and how you can implement then in your game; try to make it 1:1 scale and

    set the right options to avoid some nasty stuff:

    full screen off or integer scale, sampling- point and pixel round- ON

  • game maker and unity have major games because they are pretty much old in the market; GM is from 1999 and unity is from 2003~2004; and not to mention the user base of those API's, MOST(not all) of then knows how to do hard code or have a programming background toward games.

    construct classic is from 2007 and C2 is from 2010~2011; NEW and the user base are most ppl who don't know how to do hard code, artists, animators, mobile devs... resuming scirra is the open gate for game development with a API that make sense for ppl who don't know a programming language and is fairly new so, huge games will arrive but the first ones will be those made with the classic version. some ex:

    The Iconoclasts

    valdarko2013-11-21 23:19:25

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  • Burvey

    use opacity to show active e non active effects

    avoid too much degrade effects on menu objects

    icons with more simple symbols can contrast with the art style you choose for the other elements

    the game just need a little more organization in the visual elements

  • works nice here

    i think you just need a rework the interface design to make it more intuitive of what can and cannot be interactive and a better and simpler explanation of the mechanics

    other than that nice game, very creative :]

  • KaMiZoTo

    to add a dictionary to a object you have to make that object a container

    i dont know really if this gonna work since i have not tested, but i think the issue is to make the information be saved and load properly. maybe some one more experienced can answer this one, i want to know how to make a good save/load too

  • KaMiZoTo

    of course i dont mind man :]

    i still figuring out how dictionaries work but they pretty much do the same thing as variables, but you actually can organize it better because as a separated file you can download it as you load the game

    so what you have to do is put a dictionary on the bonus or in the character and give it a default key value, lets say if the player have the bonus then the value is 1, if dont then is 0.

    you can make the same thing with a global var to check if the player have or not the bonus so you can make the bonus desappear in the game map, but probrably you have to make a event to store the data and call it on load; i think with a dictionay you can do that

    maybe the manual explain it better than me, my engrish is terrible:

    https://www.scirra.com/manual/140/dictionary

  • KaMiZoTo

    maybe you can use the dictionary to handle this number of bonuses and check then

  • KaMiZoTo

    you have to redesign your savegame option because the save/load is like a "save state" similar to emulators (i know, and i dont like it too)

    so check points is not a good thing to do for save, thats why some games like castlevania and super metroid have save rooms without music playing

    what you can do is make a save room without music and make a simple menu with a event to prevent the player from moving; you can still have check points but try not to use then as save/load options, use just to keep a location for 1 section of play.

    now for the bonus, you have to make a check if the player already have it and destroy the one showing on the background/map

  • use construct 2; classic is retired

  • yes, you have to keep in mind that the events need to be a sequence sometimes

  • you can go with the pin behavior and event pin object to body

    or you can do it with event every tick set objectio position to body

  • well, is hard to say without a closer look

    but i think is something with you object animation, see if the frames are correct, if there is a animation (sometimes we copy the same frame by mistake), see if the animation start with frame 0 on the properties of the object and check if there is no other event blocking this action.

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valdarko

Member since 17 Oct, 2011

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