Pixel perfick's Recent Forum Activity

  • Slightly Dodgy arms...

  • click the name of your project top right, and it should be on the bottom left of the properties menu...

  • Yes, use system> "set layer opacity" ...

  • Not sure about this without more info, maybe your player has solid behavior and the enemy is getting caught up in the players collision polygon?

  • Turn on point sampling, and set pixel rounding in the properties bar...

  • The thought of a million flappy bird clones is scary... but congratats, none the less....

  • I second what bluephaze is recommending, with good use of variables and events alone, you can create virtually any game mechanic, Using no plug ins.

    Boolean's seem over used as you are locking your variable to only two states, when an instance variable can be that, plus more...

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  • Sometimes I throw a name in early see if it lasts the dev time, it usually doesn't, I think a name to match the evolving game sits better than bending the game to the name...

    Anyways,

    Looks good by the way...

  • Good question, here's something I knocked up quick...

    I made it work both ways left to right or vice versa, let me know if it's what you need...

    https://dl.dropboxusercontent.com/u/146 ... check.capx

  • This is great work, runs nice on my old PC too, well done!

    I don't quite get the reasoning behind a key for each digging direction though, feels clunky and awkward, I'd prefer either "auto dig" when pressing against soil or just one dig key based on which way the player is facing...

  • This is a vision of the future, no doubt...

    So all our projects have a performance lifespan based on, when google decide you need to upgrade your O.S, or feel the need to blacklists your hardware drivers, whichever comes first...

    How long before they drop support for older tablets and phones...

    Welcome to canvas city...

  • Graphics and sound aside, some type of evolution as you play maybe something to think about...

    I am developing a game with an infinite scroll, but there is still a defined play area...

    Dropping "runner" and just thinking infinite is probably a good way to detach from what's already been done...

    Something I find in many indie games the the sole reliance on one basic mechanic, think doodle jump, flappy bird ect ect, all hits agreed but if you want to give your creation some originality, maybe try mixing it up a little...

    In My games I like to give the player tasks, which usually involve a couple of game mechanics that have to be done in a set sequence for example...

    Adding your own twist to a 2D game, in such a saturated and long established industry is a tough call, but kudos for wanting to create Your "own" game...

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Pixel perfick

Member since 18 Nov, 2012

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