damainman's Recent Forum Activity

  • mercy Thanks for the kind words, glad you're enjoying it (the later levels are more addictive! I'm play testing stage 4 as I put new monsters in, a lot of wall climbing in this one.)

    Which background elements are you referring to specifically? Is it the fire in stage 1? I can lower the animation rate in that case. I didn't think the burning buildings themselves were very fast.

    Thanks for the input and I will make the change for the next release!

  • firebelly Absolutely loving your art style. It's giving me sort of a bitmap brothers/amiga vibe. LOVE IT!!! More please!!

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  • The gaming industry has fallen to greed. I find myself caring less and less every year, but I still buy all of the new systems hoping that someone will breath fun back into something I loved long ago.

    Indie devs seem to be doing more of what they want to do since they don't have someone throwing cash at them to make 'AAA' crap.

    The big companies take it too seriously now, everything has to have an epic movie plot, movie star voice acting, etc etc. And while this is cool for the most part, they've forgotten to put the most important thing into the game - the fun.

    Most games I buy I like, but I rarely every play them more than once. If I waste 8 hours of my life to get to a crap ending, I'm not going to do it all over again.

    I have yet to enjoy touch controls. And while I love to get my diablo fix out of the dungeon hunter series, and one of my personal favorites "Manos: Hands of Fate", I really feel that the future is not the touch screen. It is far easier to use a joystick or pad to play a game. Touch controls are not always responsive either.

    The golden age of gaming was the late 80's and early 90's. Where most games were fun and the quality of the game depended on how good your artist was and how good your musician was - and most importantly how well it played. You could see the love that was put into a lot of games. Now you can tell people just do it for a job like anything else. The art form itself is gone.

    I remember playing games on the commodore 64 thinking how can they pull this off on here, it's a piece of crap. But they put more effort into some of those games than on any other platform ever. The music, the graphics (only capable of 8 sprites on screen at once with 16 colors... that never stopped them). Everyone is so worried about graphics now, they're willing to kill the frame rate of a game to an unplayable state. And the graphics just look like everything else, sort of real but not quite. And on the c64, Chris Butler was the god of code.

    And oh yeah - games now are far too easy. Way too forgiving. The challenge is gone.

    I don't feel like ranting anymore!

  • 2Dturtle Thanks! We will try! Glad you liked the demo!!

    pixel perfick The file size is all due to music (sound too I suppose). Since there are 18 stages, 18 boss fights and 6-8 sets of cut scenes, I'm going to assume the final file size will be a little hefty due to the music.

    It would be great if I could integrate an NSF player into the game and use the actual chiptunes! Probably reduce the file size by 80%.

  • BluePhaze It's not a problem! This is exactly what we need to get this thing done right!! I've changed the exe name (windows only) and found the issue. You're getting knocked into the hole, you're not just falling in it. So when you get hit you're invisible for a second or so. The detection for falling in the hole is set to "when collides with" so I made a duplicate of that action and made it "when overlapping with" which should fix the issue. It's uploading now (should be done about 10 minutes from the time I posted this). Feet will still stick out the bottom. I'll fix that later!

    Thanks again!!!

  • Put Go!Go!Maddi! on the back burner for a few months while JayJay and I do this:

    Insanity's Blade: The 8-bit Experience!!

    Go!Go!Maddi! will be completed later this year or early next, depending on how long this new project takes. I needed a break from play testing the levels ;)

    Chris

  • gillenew I am totally digging this!!! Awesome stuff!!!

  • BluePhaze I've made the changes to the pit in stage 1 and reversed the hit point bars for the player and enemy! Thanks for the find and suggestions!

    The dagger is obtained automatically when you level up the first time. I didn't want to give it to the player right off the bat because I find it makes the game way too easy at the start - you need it for boss fights later on and in the store you can level it up. You can get up to 5 daggers at once to throw and later on (not in the demo) you can get magic daggers that pass through enemies and do more damage.

    I'm really up in the air about multiple weapons as it might make it feel too much like Castlevania. And once the dwarf is programmed in, he throws axes on top of the bullet hell you create with 5 daggers!

    If I did it I'd probably do hidden chests instead of weapon drops.

    So you didn't miss anything - it's just the way I decided to do it... it's more like a power up than a weapon pick up for now.

    New files uploaded within 10 minutes! Thanks for the awesome feedback!!!

  • BluePhaze Thanks for catching that! I'll fix it ASAP and upload a new demo shortly! And Yeah, you're right... I have no idea why I did it that way other than when the sprite shrinks it goes towards the top because of the origin point. Flipping them both will fix it!

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  • Updated main post with links to playable demo for Windows,Mac and Linux 32/64.

    Leave me some feed back plz!! Hate mail appreciated :D

    Chris

  • Although I do get laggy performance in mobile browsers with my games, I'm also doing insane amounts of crap all the time. I never really expected my stuff to work on something that runs at 1.2ghz or whatever.

    On my nexus 7 I can hit 30fps with my insanity's blade app, but Go!Go!Maddi!... not a chance. Way too many webgl fx etc etc to think I'm going to get it to work. Mobile just needs to step it up with HTML5/WEBGL. Construct 2 is fantastic!

    The only thing that seems to kill performance with my games is the gravity. But I have work arounds for that. If it's not on the screen it doesn't need to be falling yet, gravity off.

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damainman

Member since 6 Jun, 2012

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