Big Wave Games's Recent Forum Activity

  • Hi there, I'm currently working on an isometric game, took me a while to figure out using tilemaps with it. I basically create the "always behind" game layout (floors and walls) in Photoshop using a isometric grid image as a background and turning on "show grid" set at 64px with 32px intervals.

    Then the tricky bit which takes a lot of trial and error is selecting a vertical slice say 128px wide that can repeat. It's probably best if I send you examples but I'm away from my laptop at the mo. Feel free to message.

  • Lovely work

    Just wondering why the game is fee with no ads on mobile but on Steam you are charging?

    Keep up the good work!

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  • Big Wave Games

    Well why don't you try using 3D objects for your scenes? That would certainly make life easier for you especially with all the Z-ordering. I don't know what it would do with performance though.

    I'm not particularly fan of 'Point n click' though, more of a 'direct action' person. So I guess I'm probably not your target audience.

    Anyway yeah I really imagined he was going to take the subway to work, with all the boring and frustrating daily 9-5 stuff going on. Like a groundhog day until one day he gets 'PC load letter'(again) and explodes in anger haha.

    Are you creating everything yourself? Like the graphics? Because yeah.. walking animations are HARD to make! Even top-down ones.. it's always the leg movement!

    Yeah I dabbled a bit with 3d but found it quite hard and too new to find answers to problems on here.

    Yeah doing all the graphics myself, character animation is definitely tough! Getting there though 😁

  • Big Wave Games

    Looks nice. You've added in many details I see. Like the escalator moving in the back, even though few people would notice it it's still there.

    What I recommend most is to keep the scope of the game small! It's really tempting to put in all kinds of awesomeness and details. If that doesn't work, post about the awesomeness because positive comments can keep you going. Not always in the long run though. So yeah.. either make the game short and with lots of awesomeness and details or strip/cut those and make a longer game.

    I'm like you, also very tempted to start new projects, ahh man so many awesome ideas I have. I'm sure you've got the same thing going. Still though, you mention 'end of the year', man, I can't work on a game longer than one month! I'd be fed up with it!

    Anyway I like the style. I really like isometric games anyhow. Is the game about the rat race? And will he go bananas after the printer gives another 'PC load letter' message in his office (look up the reference and you may just get many new ideas for your game if I got the subject correctly)?

    I was really hoping the video would be longer, oh well, until next time I guess!

    Hey man thanks, yeah I got a bit carried away with graphics, isometric is pretty time consuming, managed to make most of it with a tilemap now so runs much smoother, should be able to build other levels in the full game a bit quicker.

    Yeah I'm definitely trying to not make the demo too big, I'm now focusing on making the gameplay fun and also the controls easy.

    Basically the concept is the underground is overrun with rats and you have to escape, it'll have point and click elements and also the action of splatting rats! I like your idea about the rat race though!

    I'll put up a longer video soon with some splatting!

  • Here's a little sneak preview of my upcoming isometric action/adventure game Ratmaggedon Underground. I've been finding it hard to keep motivated and not start yet another project! Hopefully I'll get the demo finished by the end of the year!

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  • Wow....that's just awesome, great work, just shows what you can do with this awesome engine! Loving the animations and music. You've just added months to my game dev now I realise how crap it is in comparison! I've also just seen it's taken you 5years, damn that's dedication, how the hell you keep motivated to finish it? I'm 2years in, 3years is my max, anymore and I'll just hate the game.

  • Thanks Ashley, I'll rework it for sharing instead.

  • Hi all, I'm trying to test my app that works absolutely fine with remote preview but the debug APK is broken.

    I need permissions for the camera and files which I've selected on the build dialog. Testing the app on multiple devices, nothing happens when browser invoke download is triggered. Camera option doesn't appear on file chooser condition, just file selector (I can sort of live with this)

    I've selected min version 7 on building, checked permissions for the debug APK app on device, tested on multiple devices, I'm lost now!

    I've searched for the same issue and found:

    github.com/Scirra/Construct-3-bugs/issues/2884

    github.com/Scirra/Construct-3-bugs/issues/1261

    Both are pretty old (2018) with no solution.

    Have I wasted a year of my life?

    This seems like a pretty big flaw.

    Is there any work around?

    Thanks for any suggestions.

  • Hi all, looking for some ideas on how to add hills in 3d that a player can go up and down, not like Minecraft blocky hills.

    So far I've tried using mesh distortion on Tiled background/sprites to make the hills by adjusting the z elevation of points. Then using multiple collision sprites to adjust z elevation by .1 each time trying to match the height. It's juttery and a bit of a bodge!

    Is there any way to reference a point on a mesh distortion to get the z elevation?

    Or any other way to smoothly adjust the z elevation from point a to b?

    Thanks for any ideas.

  • I was thinking about this for when I finally finish my game.

    Have you looked at in-app purchase to unlock/stop ads, then you only have 1 app to support.

  • Here's my little motorbike game, just work in progress at the mo, using the new 3d plugin. There's lot's of possibilities, trying to perfect the z elevation of the bike, currently having to use 10 sprites with collisions to add .1 to zelevation and match the mesh distortion height. Any suggestions of a better way would be very welcome otherwise it'll get a bit complicated!

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  • Anybody?

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Big Wave Games

Member since 18 Nov, 2016

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