Dave Hailwood's Recent Forum Activity

  • There's some tutorials from some chap named Construct Dude you could try.

    http://m.youtube.com/watch?feature=relmfu&v=CKtV1thl1Kw

    The best way to learn is to work your way through some of the tutorials, or use the templates (such as Endless Runner) supplied with Construct. It may not be the type of game you want to make to begin with, but what you learn from doing tutorials etc can always be applied elsewhere.

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  • Darc

    Part of the reason I decided to buy Construct was because of the highly active forum with hugely supportive members (also it gets truly marvellous updates every week).

  • mineet

    With luck, I'll have a bigger update at some point tomorrow. The a.i. and HUD graphics overhaul are going reasonably well. I tried to implement Farflamex' idea about not having to roll the dice three times to get a hero out when there's none on the board, and I think it will improve things once I've managed to track down and destroy all the bugs it's thrown up (why is it always the quick fixes that end up taking the longest to solve?)

  • Looks chuffing marvellous! Like Altered Beast meets Golden Axe and kicks the living crud out of it. When you need it testing, just say the word and I shall die frequently in the name of game testing.

  • You could just shorten it to Doomdire Depths, as that's an intriguing enough title in itself.

  • pixel perfick

    I like the Ghosts and Goblins style look to the main hero. The portcullis and stairs going down are nicely designed too (its a right sod trying to get the perspective right on stairs going down...I tried for ages on my own game, then instead gave up and settled for a sign that said 'exit'.)

    The lighting effect is working nicely too, and the creepy crawlies certainly gives the Crawler aspect a whole new meaning. I will watch the games development with interest, and will be happy to give it a test when you have a demo.

    Keep up the jolly nice work!

  • Once I've got the a.i. up and running properly, it should give me a chance to better test your idea (as when you're playing against yourself, the moves are always somewhat predictable!). If I can implement the idea before Friday so you can test if it works better or not, I will do so.

    I'm not sure how the game will be received at Newgrounds, but hopefully it works for the 'Touch' aspect of their competition. I would've left the addition of A.I and scoreboards until much later, but I think they might help improve the games chances a little. Once the competition is over I plan to take a good few weeks to tidy up and reduce the events, as there's a lot of wasteful code floating around in there. Then I'll start the cumbersome task of adding a third player to the mix, and game changing Special Skills for each particular type of hero (plus a truck load of new maps!)

    Many thanks once more!

  • farflamex

    I'm glad you managed to get in again, and cheers for the feedback.

    The A.I. Version will be uploaded on Friday, (currently the a.i. can only get one character out at once, but I'm hoping to fix that). I'm planning to spend the last two weeks of the competition concentrating on the aesthetics and helper objects (like flashing/highlighted selectable characters, and a few more animations). This week I've been focused on A.I and HUD graphics, next week I hope to jazz up the text objects (which will make it more obvious that you've picked up a potion) and hopefully implement a scoreboard system that lists most deaths, kills, traps avoided etc.

    I'm in two minds about the Having To Roll A Six to get another character out on the board when you have none; on the one hand, this is a useful board game component as it allows the other player to get the upper hand, but on the other it can be annoying if you have to wait ages to get a hero on the board (if there are none out on either side, I might tweak the protocols a bit so that it's easier to get someone). Anyway, I've still got to tweak the game balance a bit (enemies are spawning too often, and the trap needs more features added) so it's comments like that one which will really help me when considering what to go with. Hmm...Maybe I could introduce some sort of Free Entry But Movement Temporarily Halved consequence? you've given me something to think about, so cheers for that!

  • Wrangler

    Death by skeleton laser eyes and a million billion arrows? Book me down for a slice of that!

    There's still just under a month until the end of the competition, and I'm sure you'll fix the glitches and come up with something awesome.

    Apart from a Dropbox issue, everything's going reasonably smoothly with my Board Horde contribution; the A.I is gradually coming together, and although it's currently at 'Major dumb-ass' level, I have still managed to lose to it twice (which should tell you a lot about my game playing skills). I probably won't have time to implement all the features that I want to include, but at least this deadline has motivated me to keep on pushing forward and concentrate on the essentials.

    To all those who are contributing, best of luck with your own projects. I look forward to playing your games, and losing heavily at them.

    • Dave
  • SecondDimension

    Aha! So all I need do is flash up a quick message that reads 'Please press F5 a million times', link in some sort of 'Achievement' and everything's cool! (or I could just switch to Google Drive...) Thanks for giving it a try again - it's much appreciated.

    danuyos

    strange that Chrome seems to have taken a disliking to it. Hadn't heard about the Ddos attack, so that's interesting to learn.

    Ashley

    I'm hoping to submit my game for the Newgrounds competition, so fortunately it'll be hosted on their site. I heard Clay.io is a good place to try out, so I'll give that a go too. It's nice to learn it wasn't my 'Mash Keys And Hope' approach to programming that was causing the problems, anyway.

  • SecondDimension

    Out of curiosity, did you try the original Board Horde link above, or the version that's ammended with 'https' (such as this one: https://dl.dropboxusercontent.com/u/97335933/BoardHordeC2ver2/index.html)

    I've had some reports that the new ammended link works perfectly in Chrome, but then I was originally getting reports saying the old link was working just fine. Seems Dropbox is being very temperamental at the moment (and my game's only 3mbs in size!)

    Thanks for the Google drive tip - if Dropbox is still misbehaving when I do my next game update, I will definitely look into using it as an alternative.

  • Kongregate test 2:

    Browser Used: Chrome (On same desktop PC as previous result)

    Much better results; the game loaded fine, and the sound effects were all there. The Ad Choice advert was still there throughout, obscuring the game and ruining the experience; if there's any way of moving this, or perhaps having it only appear on menu screens etc then this would be a wise choice (I realise that ads are the only way to make money on many of these social gaming networks, but if it puts people off the game and makes them rate it lower then it probably won't make you much money anyway as no one will ever play it).

    One other text related issue I discovered; if you dock with the space station and have all the commodities text up, when you click the missions button the text comes up white and is almost completely obscured by the other text (most other menu options come with a text box that helps make the text stand out).

    Also, I'm guessing some sort of Auto Save feature is in operation? As there's a load button and no save button, it might be worth changing 'Quit' to 'Save and Quit' so that players are more aware they can continue where they left off.

    Anyway, I will try and test the game on Firefox at home, though it probably won't be until tomorrow (I'm sure you already have plenty to digest!)

    • Dave
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Dave Hailwood

Member since 27 Dec, 2012

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