TPorter64's Recent Forum Activity

  • Introduced a difficulty toggle. Up at the top right click on 'Hard" to change to Easy or Medium.

    For now it only affects game speed as I've heard from some that it looks like fun but its too hectic, too fast outright. So I'll probably play with a bit if a gamespeed slider that will either increase as you progress or just be a blanket choice of the player to play at that speed. It also does a few other internal math things like adjust peg health, bee health, and i can even add in quota and other numerics to balance it all out, but for now I'd like to get what "feels" good for a beginning or casual player and perhaps use that as default.

    Easy to me is likeplaying on the moon, Medium might be more where I will start players, Hard is about what feels fun to me, might increase it for bigger challenge, higher difficulty. Anyway, give it a shot and let me know what you think about the game speed, what feels right.

    http://s159260531.onlinehome.us/tony

  • Sure! Where's the game again? Looks like some posts were zapped?

  • i like it so far. The placeholder stuff is pretty good. Nice you're trying to sort out mechanics first before diving into asset production. There are long expanses of not much to do while walking up to next gap, checkpoint, enemy or whatever, but if it looks and sounds pleasing people won't mind strolling about in your world. So while visuals should play second to gameplay, a game like this has a bit to do with charm of characters, environments.

    So it's simple and there isn't much new honestly, but it could still snare some folk looking for a casual platformer with lite rpg elements. Will be checking in on this project for sure. Good luck and have fun learning with construct2, I've been digging it so far. I had two projects i started with it but put them off until i could learn more, so I started with a much smaller scoped game and its amazing how much knowledge i will be able to transfer to my earlier projects having gone through this "smaller" one. What I'm saying is if it looks like this could be really good to you, then consider doing a smaller project first to kinda "grind" for knowledge before facing the final boss. Just my opinion. Have fun!

  • yeah, nail the backgound to loop properly and you could have a nice effect there. The fx are good for starters, lasers look and act like lasers, plasma bulbs act like...I guess plasma bulbs should. I've never seen a space ship shoot arrows but, maybe it's a very esoteric future in space?

    So you've got some building blocks, do something with it!

  • Something about being a father makes me not want to play this game very long. Besides I couldn't seem to jump over the first car no matter what angle or speed I was at.

    eh, why give the baby ragdoll physics unless you wanted it to flail like a rag doll. you could make it a cute bounce with a giggle and that might let some folk off the hook. But its up to you, and if you find an audience, good job.

  • yeah, good stuff. My next project will definitely need some animation and I'm also a fan of fluid animation in 2D games. I have an ActRaiser-esque prototype I'm working on that is definitely going to require this, was going to wait for Spriter to be CS2 ready before I jump into that.

  • Do you think it was the controls? The chaos? The speed?

    Next few iterations I'll be experimenting with difficulty settings. These will increase bee life, decrease peg health, maybe bigger cups on the bottom. I hadn't thought of decreasing gravity a bit so balls would fall slower giving you more time to juggle. Interesting.

    Again, thanks for playing.

  • New ultra first pass at some graphical hud elements.

    <img src="https://sphotos.xx.fbcdn.net/hphotos-snc6/202361_426201420735997_1889424925_o.jpg" border="0" />

    I like the direction of removing text and replacing it with graphics what with pictures > 1000 words. I INTENTIONALLY have different drop shadow sizes so I can see what works and what doesn't for now. I was against it because I like the flatness of it all. But something about a good drop shadow, suddenly wants me to experiment with more drop shadows around...maybe for the obstacles? Eh, maybe not. So the first screen you get to now is a level select and quickie control definitions. Wondering if that is stopping most from playing and giving feedback (I have the game posted on a small amount of forums.) But I've been select with the people I care to show for now. As more features get rounded out I'll show off more, and once high scores get nailed down I'll probably do a larger "lookatme" type campaign. But feel free to share the page with anyone you think would be interested in checking out this game.

  • Very fun stuff in chapter 2. chapter one wasn't doing it for me as much as the new behaviors do. Ain't nothing wrong with using portals as long as they feel fun!

  • I also saw the double but just assumed it was intentional! :D I've been working with just the demo version of construct so far and it has helped me keep focus. I'll get to around 80 or 90 events and I start looking back at what I've done. Hm, I'm going to need to start shaving things off, or culling this, or simplifying that. What is the heart? What is the core? What is essential and what isn't? I'm not saying barebones, but essential to the experience I am wanting to share. And I "THINK" it has made my games more focused. Then again, I haven't finished one yet but I think if I didn't have that limitation in the beginning I would have just spiraled into a mind funk meltdown and have tuned out so many people that I was hoping to connect with!

    Oh, also like the music!

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  • Been having some weird issues with recent builds using r97 not working or loading in any browser. Upgraded to r98 (also beta) and problems seem to go away I think.

    Added a quota

    Added a timer

    Removed Mouse wheel aim ( to test for touch only users)

    Have Text and Alerts coming out of the YINYANG for all kinds of player feedback.

    So, next step is doing soemthing serious about the HUD. I need to convey a lot of math and interactions with a simple, easy to glance at HUD. That will cement this gameplay I believe. Give it a whirl if you like.

    s159260531.onlinehome.us/tony/index1.html

  • Have fun experimenting. The thing about flow of consciousness that I have learned and am still learning is... It can be quite fun! It's great to give your mind a starting point and all your electrodes start firing and chipping in ideas for this and that. You'll be amazed at the traversal once you stop and look back a bit. The problem is

    Well, our own mind has a lot of things solved and connects them for us if we let it.We can go from point A to point rectangle in a few bats of a lash and not question much, just keep jumping through the hoops. Other people, that is anyone who is not "you" sometimes need those missing steps or at least the top and tail ends of your ideas shaved down into little ramps so they can enjoy the ride with you. Basically, if you are inviting a group on a flight of fancy with you, give them wings and some feedback from time to time to help steer them or to help them steer.

    I like some of the elements going on here, and maybe you're just braindropping everything that you can while learning the program but I don't get why I'm doing anything here. I'm in an obscured platformer, with a weapon to shoot people who make me flash otherwise, can get hugs from pink things, will have to time jumps to meet moving platforms, to collect yellow gems but if I walk a certain way I can see the first page of an illustrative gazette. i feel like I've both seen everything and missed everything entirely at the same time.

    I'm not saying you should put more notes around the place that explicitly tells people whats going on, but to think of more ways to explain what might be going on with the play mechanics.

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TPorter64

Member since 26 Apr, 2012

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