BlueSkies's Recent Forum Activity

  • Level designs!! For me, I won't say hate, but it gets realllllyyyy tiresome after a few dozens.

    First few levels....hehe this is so much fun

    about the 10th level.....I am going to test and challange the players mind!

    About the 20th level.......err...I'll just copy a few designs from the earlier and combine with some new.

    After the 30th level.......For Each (Level): copy, paste, mix

    Have you considered including less levels in your game, and just making each of those levels more packed with new ideas and perhaps more difficult so it takes the player equally as long to finish the game?

    I'm not sure how long a player would be kept interested with copy paste level design.

    I personally hate promotion the most. So much so that when I've developed a game I can't be bothered spreading it around and trying to get maximum exposure, I just start right away on making the next game instead.

    EDIT: just thought of another one: cleaning up code/logic that you created in a hurry just because you were so determined to get it work, that you didn't care HOW you got it to work! Ugh

  • I like listening to Nectarine and Scenesat demoscene radios. Demoscene and tracker music scratches a certain itch of mine, but also I myself compose using trackers, so listening to these radios give me musical inspiration.

    Your post is very interesting though MrGoatsnake. I think if I'm facing a problem that I can't seem to solve then I'll try it without the music.

  • Ashley Bump! A Set Period Offset action would be a great boon to my current project. Currently using awkward workarounds, like using the Wait action followed by Set Sine Active on the specific instances I want delayed, and it doesn't always get the intended effect.

  • On a side note, that game "Ascent" on your page, is there an ending to that, I got really far. But then I ran out of time.

    Aye, the game ends at the top of the thermosphere, which is 600,000 metres. That sounds a lot, but the higher you get the faster the counter ticks over

  • Good little game, that ninja must have some serious magic pockets, n yeah I can agree with the finger ache...

    That's odd, did you try it with touch? I designed the game to have three different ways of attacking so the player doesn't get RSI repeating the same movements. With a combination of taps, swipes and hold-release the player's finger shouldn't ache.

    Thanks for the comments everyone!

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  • Ah but it's excellent finger exercise!

    Thank you for playing and liking it)

  • Whilst I've made a few C2 games, this was my first directed at mobiles. It does work on desktops too, but it's simply more satisfying to fling ninja stars with a quick flick of the finger as opposed to clicking a mouse.

    It's a score attack game inspired by old school arcade games.

    Hope you enjoy it!

    http://www.scirra.com/arcade/addicting- ... ninja-star

  • After beating up Jill Valentine and stealing her clothes

  • slanw Have a read of Construct 2s export time optimisations

    Two points to take away:

    1. If you compress images before importing them to C2 you are wasting your time because C2 converts them to an uncompressed format on import.

    2. C2 performs its own image compression on project export (note: not on image export)

    So save your time and let C2 take care of it.

  • If I have a tiled background or a sprite and I set its size to 1x1 in the image editor, then I resize it later in the layout editor or via an event, how does it impact project download size and memory usage, when compared with directly saving the image as the target size in the image editor?

  • I tried a few implementations of that but none would work. The problem is all time periods seem to be frozen when the time scale is 0.

    It's not an issue now though. Slowing the game to very small fractions gets the same effect as an outright pause.

  • The effect I want is where the whole game freezes for a fraction of second after dying, and then unpauses for your character to respawn.

    What I've gathered from my own testing, as well as reading the manual and searching the forum is that setting the time scale to 0 still permits trigger events, but other events on the event list don't run while the time scale is zero. Is this accurate?

    Right now I have it working so that the player can press a key to unpause the game and respawn, but I want that to happen automatically.

    UPDATE: Okay, I have the results I want just by setting the time scale to a small fraction so that no movement is noticeable, and setting the time scale back to 1 after a wait of an even smaller fraction of a second.

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BlueSkies

Member since 22 Dec, 2011

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