Pandadoor's Recent Forum Activity

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  • Mediafire isn't a problem for me but I had to install the last beta version of construct 2 plus 3 plugins that I had to find and install to open your project.

    To solve your problem, change the X origin of your Player for the moving animation to 50 instead of 55. (for the 4 frames)

    (Put the X behind the X center of your Player: if you put X=1 as your Player origin when the original sprite face right, your Player will be superman)

    One thing, you should set the same canvas size for all the Player moving frames, it will be easier for the origin. And you should improve the collision mask for the Player moving frames, this has an effect on the pushing.

    If you want to keep an origin at the center of your Player for any reasons, you will have to use another point to apply the force.

    From here

    [quote:1vttadjp]Point of application

    You can also supply an image point when applying a force. This allows you to apply the force from a different position on the object. By default, it's applied from the object's origin, normally in the middle of the object.

    If you don't understand let me know.

  • If you can provide a capx, it will be easier to help you.

    Do you use the sprite direction of the Player to set the force applied direction?

    If you reverse the force applied direction does it work better?

  • Can you provide a capx for your tilemap problem?

    Did you read the manual entry for tilemap objects?

    You can put multiple tilemaps on the same layer but you have to manage each tilemap Z order.

    Or the multiple layer method, both are good, the multiple layer method must be easier to manage.

    On the picture you provide, the Tile width looks too small.

  • We all start somewhere, you can read the online manual to understand how things work.

  • congrats mate -- you just made one beautiful game!

    > I think the graphics are what give a cute appeal to this game

    > Don't even think about changing them, great game!

    > damn right

    *true: i dont know how to quote

    Thanks guys, I wouldn't say "beautiful game" but I take it

    You were good for the quote but forgot the " " around the username.

    > [/code:2f74i00a]
    

    Some statistics

    (Game available since 3 months, never went to the new games section cause it was a devlog at the time)

    (Final version available since 1 month)

      All versions
    • 115 views for 61 plays Final version
    • 27 views for 12 plays
    • 8 gamejolt users played it for 1h52
    • players prefer to play the male version
    • only one person defeated the final boss
    • only one person found the secret trophy I hid
    • 120 battles lost for 83 battles won

    Thoughts about gamejolt

    I could post my game as new to give him a boost but I would lose all the devlogs I made. If you post a game on gamejolt he appears new then becomes old even if it's just a devlog without any demo. Uploading a build won't make it new, think about it if you want to post a work in progress game there. My first game was complete when I uploaded it and he has 159 views for 66 plays thanks to the new games section (and some lucky good rating).

    I added in the game description the tags #retro and #scifi, gamejolt recently introduced 11 channels (#horror,#multiplayer,#retro,#survival,#fangame,#fnaf,#vr,#scifi,#analog,#altgame,#roguelike) few people use them but it gave good exposure to my devlogs and now to my game (33 playable games listed in #scifi).

  • Here's some topics talking about it:

    https://www.scirra.com/forum/what-is-the-best-resolution-for-a-mobile-game_t165781

    https://www.scirra.com/forum/mobile-games-best-resolution_t170284

    from

    [quote:21ahk4ps]Summary:

    1280px * 720px will be acceptable if you publish only for Apple Products or PC's and etc but certainly "Not Android". Actually it is still playable and good performance in Android 4.4 (Kitkat) and above if it is high in specs.

    But the Safe bet will be 854px & 480px: You won't be having problem in your optimized game even in Android 4.2

    Safest bet: 640x360. This is actually recommended more for Pixel Games only. But assurance that it will work even on Android 4.0 devices.

    1980px x 1080px : Trust me don't try it. It will be very hard even for Apple Products and Android Phones can't render 1080px games without fps drop.

  • Put the Configuration Settings/Fullscreen in browser to Off. (Click on your project's folder)

  • Hi everyone!

    I like to create stories with interactive experiences, games help me doing this.

    I enjoy dystopian stories and science fiction, the games I make are oriented this way.

    I'm more a creative person than a devloper, I'm talking about design cause my pixel skills are too low.

    I want to use construct 2 to make games that will improve people's minds.

    How hard can it be?

  • I don't have the anwser, all I can give you is this link that I found recently about methods indie game developers use to market their games.

    https://www.quora.com/What-are-the-most-effective-methods-indie-game-developers-use-to-market-their-games

    (Find a niche and share your game with people in this niche that have nothing to do with game making)

    I'm not an experimented dev and I have never sold any games but I think that an audience for your game is more important than getting your game on steam.

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  • If you want many people playing your game, this is not the right place. The arcade is more an hosting platform than a way to get an audience.

    But in my opinion, yes you should upload a new version and hide the old one. Some people browsing the arcade could discover your game (the improved and better version)

  • You should do something about the waiting time at the start of the game, it is long...

    I think that your characters are too tiny but it's a good start as a first game!

    Maybe a zoom or a smaller canvas/screen size to improve the playing experience.

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Pandadoor

Member since 13 Dec, 2015

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