Blinx123's Recent Forum Activity

  • A few days ago, I finished up on my first two indie games based on Construct 2. Since they were made for a contest (Indie Game Maker Contest 2014), they're both rather small/short. However, they should still be enjoyable.

    Check them out here and, if you like them enough, be sure to give me your vote.

    Wobbly Blocks:

    http://contest.rpgmakerweb.com/game/vie ... 7SYeF75_eJ

    One:

    http://contest.rpgmakerweb.com/game/vie ... 7B0V175_eK

    About the games:

    One (aptly named so because it's actually my first completed indie game) is a simple arcade title in which you roll a small red ball (actually a clown nose) around a labyrinth of tiles (some vanishing over time) and light based creatures trying to catch you.

    It's basically my take on classical 80s and 90s arcade titles. I made the conscious choice to keep the graphics themselves simple but have since enhanced the atmosphere through the use of dynamic shadows.

    Roadmap for the future:

    • More levels
    • Better animations
    • Level editor
    • Better collision detection
    • A full blown soundtrack

    ______________

    Wobbly Blocks is a small polyomino based games. It's similar to Tetris. The goal here, however, is to build rather than destroy. Destroying lines only scores you one measly point, while points for retaining a structure go up with time (anywhere between 10 points every 25 seconds to 1000 every 15 seconds, depending on height).

    Roadmap for the future:

    • More backgrounds
    • Different gameplay modes
    • Squashing bugs
    • A full blown soundtrack

    I actually already have ideas for two additional gameplay modes. The one I call Traditional Mode is very similar to the traditional Russian board game that preceded Tetris, while Adventure Mode is an entirely new and refreshing take on the genre (more on that later. Possibly at the end of July, when I will be able to commit more of my time to development).

  • To whom it may concern (always wanted to say that, hehe).

    I'm offering my services as a "porting whiz".

    In terms of Construct 2, this basically comes down to providing people with handcrafted Linux installation scripts, Mac OS X .dmgs or .pkgs and anything else people may want/need. Everything will undergo a rigorous testing process and, if required, will be built on top of a custom Node Webkit build.

    In return, I'm merely asking for a copy (Steam or otherwise) of the finished game as well as recognition . Any additional form of payment is solely up to the clients discretion.

    I'm also offering non-Construct 2 based ports. Here, the "price" is once again a copy of the game + recognition.

  • Using this simple Tetris example as a base

    http://www.scirra.com/arcade/puzzle/1259/tetris

    I want to implement a small physics based tetromino game. The physics should only be enabled after a tile is fully positioned and the physics shouldn't be too extreme.

    Is this possible, somehow? Are there any good examples out there?

    EDIT: I think I got most of it.

    Was easier than I thought. It's still a bit buggy, though. The tetrominos sometimes start stacking on the top of the screen, destroying each other before the actual impact with the ground.

  • Are people still able to submit iOS 6 apps? I bought a iPod Touch 4G last Christmas but didn't do much until now.

    PS: Why does the headline say "...and OSX 10.10"? Was this really a surprise to anyone?

  • helloo..

    i want to ask something,i have tried to export my games with node webkit,but that make my game size very big for windows,what happen with it ya?

    Node Webkit is a wrapper (containing a browser and half a dozen libraries), so the resulting applications are quite a bit bigger than your typical compiled application written in C/C++ or ASM.

    Can't really do anything about it, 'cept for compressing your assets or using something like UPX*. Using UPX or similar products will, however, have an impact on RAM usage.

    Alternatively, one could surely fork Node Webkit into something with a smaller footprint.

    *http://upx.sourceforge.net/

  • Got it working with "bounding boxes" (sprite rectangles covering a certain area + path change on overlap with those), for now.

    I'd still be interested to know why the sprite is never truly traversing to the exact point set, even though nothing is blocking its path.

    I also feel like there should be a more direct way handling UIDs/IIDs inside an action. Something like "Sprite.UID.430" where 430 is the UID. Or possibly "Sprite.UID (430)", for easier separation of object properties.

  • Thanks.

    Looks good. But also less "random".

    Moving up and down isn't the only thing either. I have another enemy that is supposed to run in circles. Really wish there was an easy way to just have the sprite follow a pre-set path.

    EDIT: I think I found the culprit. For some reason, the sprite never fully moves to the Y position. Not sure how to fix this though.

    Please. Is there no one with a solution? I only got 4 days left to hand this hand. It's really stressing me out. Can't believe how inflexible Construct 2 is in regards to waypoints

    I mean. All I want is have the sprite move on a predefined path. Is this so much to ask for?

  • Could you give me a quick example? I can't quite seem to wrap my head around this.

    Having the sprite move from down to up and up to down couldn't possibly be that difficult, could it?

    EDIT:

    Shouldn't this work? What am I missing? I also tried a stop action on arrival/after traversal of the path. To no avail. It only traverses upwards, then stops there.

  • Is that available for actions too? I usually pick that one, but only for conditions.

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  • Thanks. That helped. Now I just need to find a way to control the behaviour. Above script doesn't really work the way I imagined it.

    EDIT: Sorry for being so "nonchalant", btw. The game is an entry for a contest that is going to end soon, so I'm in a bit of a rush.

    EDIT2: Above question is still valid, but I'm using waypoints now. Which bears another question. Is there any way to set the UID inside both, condition and action? Say if enemy sprite is at Waypoint UID 97 and should thus move to Waypoint UID 98. Is this possible somehow?

  • Just chiming in to say that I'd be happy to help with potential Mac OS X and GNU/Linux (32 and 64 bit respectively) ports.

    I'm mainly trying to get my name out there, so I'm working for Steam codes, a name in the credits and/or beverage money.

  • Could somebody please explain to me why the following tidbit isn't working?

    tidbit isn't working (the actual part is at the lower end, but I thought posting the whole might be easier to debug)

    Essentially, I want the enemy sprite to constantly move from to the lower position at Y=470 to the higher one at Y=232 and back again.

    This part however, only fires after the first player death and only in the first direction (470 to 232).

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Blinx123

Member since 16 Aug, 2012

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