LaDestitute's Recent Forum Activity

  • The game's artstyle looks like it could be a start for something really unique, even if it's just one of those automatic runner games.

    Though, the game seems a bit too cruel, even for beginners or for first play. Are you thinking of implementing some sort of health/lives/continue/retry/etc systems without giving immediate game overs? Even giving two or three extra retries upon falling would help miles with difficulty.

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  • I can kind of see the resemblance, I guess. The facial features are...I wouldn't say not distinctive, but rather it's easy to mistake the nose for a mustache.

  • This was a decently enjoyable demo for me. Is that all that's to the demo? It says three stars available to find, but I was only able to find one.

    Some notes.

    You should make the jump a bit more fluid or allow some kind of movement in midair. Examples I've cited a lot towards great player control and mobility design are Yoshi's Island and Mega Man X. I should make the note that it's a terrible idea to rob the player of control mid-jump, but specifically going to those points...Yoshi's Island doesn't do that (allowing movement midjump) and differently, Mega Man X allows the player to cancel out of animations at any frame, providing further increased controllability.

    I died on the spikes part as for the jump complaint, but that just may be on my own mistake. I just think the jump is kind of stiff, and might not be helpful with later (unfair?) platforming sections.

    It was kind of easy to cheese some of the enemies. Is that intentional? Perhaps you can't really fix inherent methods players use to cheese a game (such as if it's just jumping up out of reach to prevent being hit), but it's still worth it to try to endeavor to balance out gameplay.

    Have you given enemies a line of sight, or thought about it? You probably have, but I notice they attempt to fire at the player even with a solid block in between them and the player.

    Edit:

    A suggestion if you haven't thought about it. Have you thought about adding layered level structures/some sort of vertical depth to levels? I mean like, instead of some levels going on in a left/right direction, have some sections stacked on top of each other, so you can reach the upper portions by jumping into the ceiling gaps seen in the demo.

  • I'm not sure if I have posted in this thread, but I love your project a lot. Was this inspired any by Final Fantasy Tactics Advance?

    I really love FFTA, it was an early introduction to strategic RPGs for me as a kid, and I love how you're blending FFTA with something in tone like South Park: The Stick of Truth. You also seem to have a lot more depth going for such a combination of genres and tones, which is just going to be even better, since it provides a lot of player playthrough options, even for combat and unit planing. I loved doing stuff like that in FFTA, going as far as to plan out my units in terms of future builds.

  • Those shadows look great. Also, may I suggest using licecap? I've been using it record gifs, and the quality it gives me is really wonderful.

  • So, I just implemented a lighting system that works like the one in A Link to the Past (dark maps, only a small radius of self-sight, lantern to light torches that brighten the room, etc) but I've noticed it's messing with part of my HUD. I'm using the sort of setup where the player's sight circle is a white circle with destination out, and an additional layer that puts a slightly transparent black cover over anything under the HUD. Everything else works fine, but the spritefont I'm using is ignoring the fact that it's on a HUD layer (parallax = 0), and starts moving instead of staying put. Since the lighting system is on it's own layer, moving it above the HUD layers fixes the issue but borks the HUD in a different way as the HUD is now dark if you move the Shadows layer to be the topmost layer.

    I know the solution would be to use a Text object instead, but I care a tiny bit about the text appearance as that's why I opted for using a Spritefont instead. It's not necessary as I don't mind switching to a text object to display Rupee/Bombs/Arrows count, but a solution would be awesome.

    Capx link

  • I've gotten back to developing this after a a month and a half break or so (out of laziness and life taking over), but here's some new work implemented!

    (not really apparent as it doesn't need it's own gif, but a fully revamped hearts system is now in)

    Mapchanging.

    Behold, dynamic lighting!

    Buzzblob in the wild. Rudimentary example wandering AI (will still hurt Link) but I have yet to implement the electrocuting part.

  • I kind of think doing such a thing is slightly frowned upon here, maybe? You can post gifs/screenshots here for input, but not really plug a project you made. Your own thread would be more appropriate for that.

  • Second dev stream I did:

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  • Behold, dynamic lighting!

    Buzzblob in the wild.

  • Streaming again!

  • Streaming will probably be stopped for a while. It's kind of too hot over here for me to continue streaming.

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LaDestitute

Member since 19 Dec, 2011

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