MinkDingus's Recent Forum Activity

  • Hard to not mention Mario, as most everyone else has. I'm also a big fan of Link.

    For newer games I think Sans (Undertale) is fantastically written and GLaDOS is hilarious. For a protagonist I think it is harder to say now-a-days as so many PC games offer customization rather than a developed character (Elder Scrolls, Terraria, Stardew Valley, etc).

  • Hi all-

    I've been thinking a lot about games recently and trying to make a game that will be fun to play- though limited by my noob skills. This has got me thinking of a lot of old games I enjoyed as a younger kid and what made them magical at the time.

    So- What was the first game you loved? How old were you? What made it such an awesome game at the time? Does it still hold up to the test of time or have you grown out of it?

    To me I was obsessed with the original NES Zelda, and the Dragon Warrior/Dragon Quest series. I loved the epic fantasy theme, the open world, and the exploration elements. In those games there is a huge wide world that your character lives you have a heroic journey to undertake to save it. I could go on and on, but what about you??

  • I think you just need to see game making as just another video game- you play it by making games and solving problems. It is the kind of game where you have to make your own goals and be your own judge of success (like Minecraft?!)

    To expand on this just a bit...

    When I was a poor college kid with a crappy laptop around the turn of the millennium, I used to spend a bunch of time playing very old school games. My machine couldn't run anything modern, and I didn't have the cash to buy a new game anyway so I would put in the time to get classics from the late 1980s to run in XP. Sometimes I would remember a game I played just once or twice at a buddy's house in grade school then dump ten hours into getting it to run correctly. After all that I might decide the game wasn't any good and delete it after just a couple hours of game play- but at a certain point I decided that it was worth it anyway. Basically that became the game- get a crappy old game to run right on my crappy computer. And that is kind of the same feeling I get form trying to get a game to work. Put in a ton of time and enjoy the problem solving process. I mean, I was already pouring time into playing game nearly every day. This is just another different kind of game.

  • This might not work, try Bounce off object when the player hits it.

    Thanks Potatoe23, but the bounce command was my first attempt. It gives a little but just not enough for what I'm doing here and there seems to be no way to adjust it.

  • I'm making a simple Zelda clone to get to know Construct 2 a little better. I would like the "Wolf" sprite will move towards the player and then attack. My mechanics are very simple since I am a total noob so the sprite's attack is just running into the player. I would like to create a bounce effect so that if the "Player" hits the "Wolf'' it will jump or bounce away. Take a look at my event sheet...

    i.imgur.com/vXJobpG.png

    As you can see I'm trying to move the "Wolf" in different patterns by using the local number "Wolf1Trigger"

    Line 15 - When the player gets near the Wolf1Trigger moves to one and the wolf begins moving toward them.

    Line 17- the Wolf is hit by the weapon Knife and the Wolf1Trigger moves to 2

    Line 18- The Wolf should turn away and rapidly move for just a second only to have the Line 21- Wolf1Trigger move back to one and the speed reduce, and angle return toward the player.

    What actually happens is that the Wolf does activate on proximity and move toward the player- but for some reason when the wolf is hit the speed goes up and stays up- the angle does not reverse and the speed does not seem to reduce after the 0.3 seconds.

    Whats all the more of a pain is that I had this bounce off system working great a week ago but it just stopped for some crazy reason that I'm sure is my doing but I just don't know how.

    Thanks so much for reading this through. Any help you can give is appreciated. Have an awesome day.

    MD

  • Thank you for your comments. Which walk cycle(s) specifically do you think need improvement?

    That is actually the animation tutorial I found most useful as well. I just haven't spent enough time revising the sideways walk cycle and plan on it. I want to keep at 2 frames for now as am planning on having a lot of sprites for NPCs. Though maybe later I will make main character have more frames per animation. Like I mentioned in previous post I am happy with the walking down animation though - I modeled it after taking a look at Earthbound for SNES sprites.

    Do you have a link for the pixel art challenge or is that something you did on your own? I have a lot to learn still. I am happy with these sprites at the moment but am struggling with making their environment (indoor/office floor tiles, desks, chairs, computers, coffee machines, copy machines, etc.)

    Well, I'm a noob as well, so please take my CC with a grain of salt. My initial impression was that the left-right cycle and the upwards cycle have opposite problems. On the sideways cycle the arm closer to the viewer doesn't seem to swing enough. In the upward cycle it seems that the arms swing out too much- the hands seem to get too far away from the torso. Again, I'm just a random due so please don't take this as harsh- I like what you've got. When I first looked at the sprites the Earthbound style with those circular cartoon-friendly heads definitely showed through.

    As for a place to practice your pixel art- I was publishing on twitter a lot. The account posts a new theme for people to draw every day and I just published to the spec every day. There is a good community of content creators on there. You can also submit to the pixelart subreddit and I've gotten some helpful and positive feedback from there.

    One last note- I know you've been getting a lot of pressure to amp up from these 2 image cycles but I get it. To make a game look good you need hundreds of images with a unified artistic style. Putting in the time to make diverse background imagery and set pieces will probably pay off more in the long run. And hey- If you get completely obsessed and can't stop up dating the game you can go back and move up to 4 image cycles later on down the line.

  • If you wan to go old school there is the Dragon Quest series (originally titled Dragon Warrior in the US). It has been called the most influential JRPG series ever and the game play system for Final Fantasy was completely lifted from it. All those random encounter, separate battle screen, menu attack mechanics that continue in games like FF and Pokemon came from this. Also all the concept art was drawn by Akira Toriyama- the artist who created the Dragon Ball manga/tv/gaming franchise.

    The first was ground braking, but I really like the fourth which came out for NES originally and was updated for the DS. A lot of the cool mechanics of FFVI (3 in the US) can be traced back to DQ4/DW4.

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  • I like the 16-bit look for the pixelated smaller sprite also but the bigger sprite has a good look too (kind of modern like a Gen IV Pokemon game). I would add that I think the bigger sprite's walk cycle looks better.

    I am completely new to game art as well and I just finished a month+ pixel-art-per-day challenge. I learned a lot but I can't say I'm quite there yet. All that said, there are a bunch of good tutorials online and I really got a lot out of this walk cycle animation tutorial. Check it out.

    manningkrull.com/pixel-art/walking.php

  • Hi All--

    I'm a middle school teacher and life long gamer just playing around with a new hobby. I've made a few failed game attempts and I'm excited to play around more. My twitter is MinkDingus feel free to check it out.

    Thanks!

  • Thanks Mikehive and PandaCookies!

  • Hi all-

    I've been working on a top down adventure game and as I've been putting in a bunch of time the event sheet has been getting pretty crowded. I've been getting a lot of help form the forums here and I noticed a few of the demos I downloaded used "Groups" to keep the event sheet tidy. I went through my sheets and organized but now a number of the things that I had working (enemy attack patterns, NPC custom movement) are all messed up. I think I am likely using these "Groups" without understanding how they affect the code- could you please give me a little advice here? Also is there another method of organizing the event sheets?

    Thank you for any help you can give

  • Just a thought, you could set angle/speed of bullet directly - rather than using the bounce function in the bullet behaviour?

    Thank you!

    The bounce function at #14 is a relic of a failed attempt to use tat function, but if you look at #15 I have tried to reset the angle away from the player and increase the speed for the bounce/jump-back effect I'm looking for.

    Thanks again for the tip and posting the picture.

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MinkDingus

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