KidsOnTheBeat's Recent Forum Activity

  • Suggestions:

    -Player needs to be bound to layout, currently can walk off edge

    -Should prevent scrolling beyond layout, if you jump too high you can see the edge of the BG

    -Need some UI elements or other visual cues to distinguish which "hat mode" is currently active

    -Player should probably splash into water instead of falling off-screen like a pit

    -Maybe try adding a "pixellate" shader effect on the water, this might make it look a bit more retro and fit in better with the rest of the game aesthetic

    Good luck!

  • Fun idea! I can't remember the last time I saw a firefighter game...

    Some suggestions:

    • Artwork style consistency - right now it looks to be a mix of pixel art and high resolution assets, I would suggest picking just one style and using it throughout
    • Background graphics should have a bit less contrast so that the foreground objects and platforms pop out visually
    • When you go up the 1st set of steps, the game prevents you from going back down - any reason for this? Seemed a bit artificial and strange.
    • Increase speed of water - the character moves the same speed as the water, which means you can keep up with it when you are running. I feel like the water should be significantly faster than the character run speed.

    Just a few thoughts, hope that helps and good luck!

  • Neat proof of concept, although the ball motion physics are a little bit wonky/floaty.

    I'd also suggest that you be able to hit the ball without having to click the mouse.

  • I also looked at Unity and started going through some tutorials, but eventually decided it was a bad choice for 2D games. It's possible to do but requires some trickery.

    Messed around with GameMaker a while back and had a lot of fun hacking into Spelunky.

    I also looked at Stencyl because the graphical programming and ease of use seemed great, but decided against it because, well, Flash isn't going to be around much longer.

    And then I ended up finding Construct 2, I don't remember where but probably on Indiegames.com or somewhere like that. After downloading the demo and having a working platformer in a matter of an hour I was pretty much sold. I bought my license a couple weeks ago and have no regrets.

  • For those curious I'm using r95 and it was a Physics behavior that was duplicated.

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  • I think I found the problem - some other behaviors originally in the separate objects needed to be shifted to the family, I think there may have been some conflict there.

    Anyways, thanks for the fast response - the program is great and getting better!

  • I am working on a game where objects collide with water and create a splash (i.e. spawn a one-shot particle object).

    Originally I had a single object with the splash behavior, but I wanted other objects to create splashes as well. So I created a "Splash" family and added objects that should splash. I then applied the splash behavior to the family instead of the individual object.

    This was the only change I made, and the splashes work correctly, but the framerate drops to an unplayable level. Works fine when the individual objects have the behavior.

    Any ideas why this would happen? I want to use a family so I don't have to repeat code.

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KidsOnTheBeat

Member since 10 Aug, 2012

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