valdarko's Recent Forum Activity

  • Meloo

    the shaking sprites when you zoom is not because of construct, is a canvas 2D issue

    to fix this you have to avoid using laout/layer scale with numbers like 1.5, 1.7... try to use 2.0(double the size) for the zoom effect; or you can put the sampling to linear instead of point, sometimes this helps

  • hey LoganJFord

    the game look really nice graphically speaking, but some ppl ( me included) dont have a game pad :(

  • for helpers: a good thing to do is give a full detailed explanation about the logic behind it sometimes, not just solve it in the .cap for the user.

    i'v learn a lot searching the forum on old and aready answered questions, but in the past it was difficult to implement the solution on my own project because it was not explained property in the comments and the .cap that contained the solution was dead; so today when i help some one here i try to be expecific but detailed (if i really know the logic), this way if other have the same problem or the same doubt is a way to solve it faster and without the need of downloading something.

    i know that everyone are working on theirs things and maybe have no time for a long answer but hey, sometimes a really good explanation can solve more than one problem and it can prevent more ppl to question the same thing over and over because they dont understand the logic behind it. :]

  • hey man, nice game!

    what about a multiplayer co op mode? :)

  • Kannes

    Breakout heroes look really nice but i think you should put it on game jolt, kongregate, newgrounds etc... and monetize via ad share, i think this kind of game really fits well in those channels because of the replayability your game have :)

  • if you put the scroll behavior for the ship, yes. you can even choose unbounded scroll to off if you want the screen to not scroll off the bounds of the layout

  • if is like R-type than is 1 layout per stage

    to tie then you only have to make a transition event and choose the next layout

  • if you want all in one layout and with this scale, than yes

    but it depends of you design decisions, if your game is like a arcade, is better to have a layout p/ stage; if is more lika a adventure game than a area p/ layout is good

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  • each layout is a "stage"

    if your game is big, breaking it into layout sections will make it easy to load and can help you on the programming side(on the end of layout, on load of layout...)

    but if your game is small you can make it all in one layout (if you scale the layout to comport more sections).

    you just have to remember a few things:

    • keep in mind the layout sheets you use for each layout; see if is checked
    • hit the "global object" so the object is show on each layout
    • try not open too much layouts in the editor
  • you can make a circle using the brush tool, you just have to set the brush size

  • both things are important

    this kind of discussion are important too because game devs can think of ways to create games with different approaches.

    i really like story in games and nice gamaplay too, but if i dont like the aesthetic or the universe inside the game the gameplay or the story/plot will not make me play it more than once. ex: gears of war, CoD, bioshock, last of us.

    this not make this games good or bad, they just dont work for me.

    i think if you try to make your work appeal to everyone you will be doomed to make tasteless things; ppl who dont like story will not be fond to play a game like 999(9 hours, 9 persons,9 doors) or remember 11; and ppl who dont like specific kinds of gameplay will not be fond to play CoD or Halo.

    a curious thing: i dont like Halo, Halo 2 and Halo 3, but i'v loved Halo Reach JUST because of the customization and the coop

    sometimes i'm hooked by curiosity of some game premise, like yume nikki or Ao Oni and i'm surprised by how the game works, wich is very cool but if you think about why i like it, i think is because i did't have a high spectation about it and i think this is a great factor to make someone play your work: how you present your game?

    your game looks like something that was made before?(comparable with some other games?)

    what you want to tell to the players and how you want then to feel about it before they even try it?

    my conclusion: gameplay and story have different meanings by different persons, both matter even distant of eachother. i think your effort will be more well spent toward how you want ppl to feel while playing your game, happy? sad? angry? want to make a question to the player? want to make it have a good time while playing? want so surprise then? or just want then to stressout?

    no matter what you choose to make, will always be ppl who will love your work and ppl who will hate it.

  • ahh more like a non-combat game, i like this kind of game that is more exploration oriented

    what about if the game have more foxes around, each one with a different apearence and behavior (gray fox, black fox, blue fox...) and the player can find specific hidden itens to lure each one of then to your lair if he wants it.

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valdarko

Member since 17 Oct, 2011

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