GG-Works's Recent Forum Activity

  • Well, define large... because "Baxter" is at 82 MB right now, but the majority of that comes from the soundtrack, and another chunk of it from large PNG files. The entire soundtrack is embedded in the demo, but the PNGs really beefed it up. The final product should be a little over 100 MB.

    Baxter takes the level design from platforming with some puzzles added, and the overworld is something you see off of Angry Birds. 5 Acts (10-15 levels each), 4 special acts (with 3-4 super hard levels each) so you're looking at about 55+ levels for the completed product.

    C2 seems to handle it, but I have noticed that it takes longer to save progress and test it via browser now that I've gotten so far compared to just starting out.

  • [TUBE]http://www.youtube.com/watch?v=9j28SXa3vWY[/TUBE]

    Just something I'm messing with, a weird 2 player fighting game.

    This looks cool, has potential.

  • if for some odd reason I can't post youtube iframes:

    Subscribe to Construct videos now

    A combination of hours spent working on Microsoft Expression Encoder 4, a Video editor, and Windows Movie Maker to put this together.

    This is as high quality as I can get without getting a solid capture card since I can't afford one at this point. (A good one)

  • Update on the demo. As this will be my final revision so I can move on to completing the game... some gameplay mechanics and graphics have changed.

    Demo V3

    For starters, new title screen:

    <img src="http://clay.io/games/baxterdemo/claymedia/1044.jpg" border="0">

    And some additional screenshots:

    <img src="http://clay.io/games/baxterdemo/claymedia/998.png" border="0">

    <img src="http://clay.io/games/baxterdemo/claymedia/999.png" border="0">

    <img src="http://clay.io/games/baxterdemo/claymedia/1001.png" border="0">

    You'll also notice few levels have changed, as I've added the switch family and some wind machines that only work when you glide on them.

    I'm also proud that I've figured out how to apply mock physics to the platformer! A couple levels have what I've dubbed "Weight Cube" you can push, bounce, or "trick jump" (Might remove it on final).

    I think for those using IE or Safari I'll upload a straight EXE demo so you can at least hear the audio.

  • Hello everyone.

    I met construct 2 last week. Before that I was working with XNA, at avery amateur level but I was able to bring together a shot'em up. But MS gave up on XNA and I was searching on where to move next. When I first found construct 2 I quickly thought: "oh another useless 2d engine" but I was so very wrong. I must congragulate the fine people who brought it together.

    So now I have a handy tool that can make me go some ways into making a real game, which can be played by people. When your dreams come closer into your range of sight, you come into that dilemma. What kind of game to make?

    I always had this idea in my mind. It is complex, against the new trends, can easily become a disaster. But it was my dream for a long time. However now I have the tool that can make it a bestseller if I "dumb it down" so to say, change it fundamentally that it is no longer my dream but something people on average would like.

    Now I quickly found the answer to this question, I decided to stick to my ways, no matter what. But if there are other people out there that is having the same dilemma, I think this may be worth reading:

    Your game requires the heart of a human sacrifice:

    http://100experiencepoints.com/the-heart-of-a-human/

    Best Regards;

    Starting just tinkering around with XNA before Microsoft abandoned it too. Barely made a basic platformer before I became too overwhelmed and disillusioned by how impossible to release a game on Microsoft's platform... plus most gamers ignore the indie section (This is before and after Microsoft "hiding" the indie section during their last revamp.

    I think SC2 will allow you to reach a wider variety of people anyway.

    You have to find the fine line in what you are going to make. Consider the players like customers, think about what THEY would like to play, and will you enjoy working on the project.

    Be VERY careful not to make your project too ambitious. It may sound simple on paper, but sometimes simple ideas become complicated if the game engine won't allow it. Get comfortable with Construct before you work on your game. Design a simple game concept and grow on it.

    A simple platformer game can evolve into a puzzle/action title

    8 way direction you could make a top down shooter or a light RPG

    Play with the Physics if you're ready, learn the strengths and limitations of the game engine too before crafting out your idea. I've learned the hard way that Platform and Physics behaviors don't mesh well (Unless I missed an update).

  • SC2 is really worth investing time into. I've tried my hand at programming in Flash, C#, and Java, but my memory isn't too sharp at coding.

    I've been screwing around with some other ideas with the Platformer setup making some mock physic objects.

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  • UPDATE!!

    Thanks for the feedback, I've made some improvements to the demo and it's reuploaded on clay.io.

    http://baxterdemo.clay.io/

    Patch notes:

    *Glide - make it to where you can glide and fall by holding and letting go of the "UP" key respectively.

    *Glide collision issue

    *Touch control toggle doesn't work on Act 1 HUD

    *Issue in Act2-5 where you're unable to glide from walls

    *Collision issues with Green Slimes

    *Several platform collision issues in few levels(hopefully)

    *Music stopping when leaving Control, Credit, HUD layouts

    *Issue where the info bubble in Act1-1 wouldn't disappear after clicking the "X"

    *Issue where Act1-Boss doesn't respawn after completion

    *Issue in various levels in Act 2 where crates were unbreakable due to green slime placement.

    *New Save/Load feature added

    As for my first game, this might be a bit of an undertaking than I've expected it to be but I have it down to a science on how I will finish this game.

    Question - does anyone experience slowdown at certain points? I recall reading that too many event sheets will do this as each level has an event sheet for unique things like death/respawn, level end, and other gimmicks.

    Also, testing it on two different browsers. Seem to have slowdown on Firefox, but runs way better on Google Chrome even though the music overpower most of the sound effects. Had a friend try it on IE9 and the sound was completely muted... not sure what to make of that.

    Anywho, I hope this makes the game much more enjoyable now!

  • Thanks for the feedback! Where to start...:

    Ah, starting with the gliding, that was an oversight on the collisions. Also I've had problems just having it where you just need to hold the "Up" key down but it always stayed in gliding so as a last ditch effort I used the whiplash move to turn it off. I was on the fence on the animation as well, as a still animation to me didn't look right.

    Collectables: The white/blue poker chips, if you look at the HUD where you select the acts, there is an arrow on the lower right hand corner by "Go To Special Act" it takes you to the Special Act HUD. You gather these to unlock the acts which are just a small amount of harder levels and a slightly unusual platform mechanic already implemented in Construct 2 *heh heh heh.

    The gold coins with Baxter's face on them, that is my idea of replay value for completionists. Every level, including bosses, have 20 coins. You know when you gather all 20 a sign pops above you with a cheering sound, as you finish the level the door will turn gold instead of red.

    Info bubble: Those were meant to pop up when you hit them, and the red "x" you click on to close (or just click the image) Maybe I should put a "click to close" message on there.

    Other thingsWhen I added wall kicking, that started the whole "Baxter still in running pose" when I messed with that, Baxter wouldn't wall jump.

    Also, I found some collision issues with the green slime and a section on A2-5 where you slide down a wall but for some reason you cannot glide.

    On top of the not saving issue I think I'll get on a revision of the demo rather than continue knowing these things are prevalent.

    Thanks for the feedback!

  • Thats right ladies and gentlemen, check it out here:

    Baxter - the demo!

    This is after many months of hard work, asking LOTS of questions, and deciding the right plan of action. I also want to give a big thank you to Austin Hollock of clay.io for helping me getting this game live! Also thanks to the good folks from the Construct 2 community for every helpful response to the numerous amount of questions I've asked.

    Now, to explain a few things. There are a few bugs that I need to fix, some graphical snafus, and any small tweaks before I continue the rest of the game. Only Acts One and Two are playable, everything else is locked until full release. Unfortunately, the demo doesn't seem to save progress of completed levels when you exit the browser. That is something I know I need to fix before the final release because I don't expect ANYONE to go for all gold doors, let alone beating the game and unlock the special acts in one sitting.

    Oh! Don't forget to toggle touch controls for desktops. My original intention was to upload this somewhere else but they're still there if someone's tablet or phone can run this.

    One more thing, feedback is very important. Let me know what you think and if there is anything I can improve on. I have some setbacks on the title screen music because of the familiarity, but what do you think?

    Well, I wont keep you waiting, go play!

  • I'd imagine you can make it using the 8-directional movement behavior, but it would involve making tons of animations for every direction. It might be a huge undertaking for one person but I think it's doable.

  • Has anyone tried using Clay.io for uploading games? Was trying last night and this morning.

    I followed this tutorial here:

    Publishing your game to the Clay.io marketplace

    Also tried it without the chrome version (used the long-form option)

    Both times the screen will just sit there, except for the "connecting" bit at the top. The screen will reset to the "add a new game" tab and nothing is uploaded. No message if success or failure, just resets.

    I'm running firefox with everything unchecked using no-script plug in. The demo is 82 MB (well its more like a large part of the game than a demo) compressed in a zip file. (I use jZip)

    Anyone run into this and could help me out? I tried converting the zip file into winzip and still the same result.

  • Put it up on Clay.io :)

    I'd like to see some extra leniency with the arcade submissions as, as it stands right now, the limits will mean some good games aren't featured.

    Hmm, alright I'll give that a try. Thanks!

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GG-Works

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