Rhindon's Recent Forum Activity

  • I'm already EXTREMELY excited about this game having read this post. As I already said in the group chat in Skype, you have gained my interest. The concept of LOSING powers to increase difficulty is PROFOUNDLY original...to my mind, anyway. I know that games typically get harder when you lose the powers you've collected earlier, but to start off the game "powered up" and you cannot gain more is truly a spin I've never heard of nor seen.

    This game is going to make waves!

  • TiAm - LLLOOOLLL I'll excuse the number as it's offset by an additional value of 4000. You're safe. But MAN that's some good coincidence! LOL

    I will definitely look into this Bosch fellow. Thank you!

    Indeed, MGS has some amazingly unique bosses. I've only ever played the original NES game (barely), beaten MGS: Twin Snakes, and 75-90% of Snake Eater 3DS. My favorites are probably Mantis and Ocelot (that I can remember from Twin Snakes).

  • - Good advice. Thank you.

    I do think sticking to non-player relevant movements would be wise to start with.

  • ...it's been a while since I roamed the forums...

    I'm working on a top-down maze-based game with strong Christian/spiritual themes. (To avoid any unintentional debates/discussions/etc, that's all I'll say to that...but I mention it if only to present a bit of context for those who would like to offer their input more constructively...)

    Presently, I'm not having too much trouble coming up with some baddies to roam around the mazes.

    But I'd like to employ some bosses that are more intimidating in scope and size. Not unlike your hulked-up bosses common on many adventure and action games on the Super Nintendo and other old-gen systems. Like Contra 4? HUGE bosses that dominated half the screen! The Donkey Kong Country series and also Yoshi's Island? Even though they were often common baddies ramped up on steroids (or magic in Yoshi's case), the bosses were still unique and challenging...and...BIG!

    I'd like to use similar tactics.

    To start with, what are some good "rules of thumb" when establishing bosses?

    What is your personal process for setting up C2 instructions that navigate the boss' behavior? How do you make your processes so that they work efficiently?

    Do you simply cycle the boss through actions? Randomize? Create conditional behaviors based on player actions? (Obviously, any of the above can be true.)

    When creating graphically larger bosses, how do you go about it in terms of graphics/animations?

    Please feel free to offer input in answer to my questions above or if you have additional thoughts/suggestions, I'd be very grateful. Thanks!

  • sqiddster - Might this be something I could use to discern my Tilemap/lag issue that we talked about the other day?

    You all are talking about some serious "under the hood" stuff that I don't fully understand...so...just wondering what I can look for... LOL I dunno what I'm talking about.

    Laptop

    Acer Aspire 5349

    Intel Celeron CPU B800 1.5GHz

    Windows 7 Home Prem Service Pack 1

    4 GB RAM

    Google Chrome

    Version 37.0.2062.124 m

    ...in case that helps.

  • Forgive me...I'm looking at the updates in your first post and I don't see what this plugin is about...

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Rhindon's avatar

Rhindon

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Member since 8 Jan, 2013

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