MushroomKingdomr's Recent Forum Activity

  • jbr190 Thanks for the feedback!

    • It's actually IBMPC style, which I feel is overlooked other than the Undertale Soul (Heart) sprite, but I'm pretty sure you already know that. -\_( )_/- Though I'm glad you like it!
    • I intended the player, Billy, to have that plain sprite - I should have mentioned his backstory in the OP [much] earlier; he's actually picked on by his "friends" for his plain looks, and I felt that gave him an "aesthetical underdog" status, as if he was drawn by the laziest graphic designer ever known to man.

    But if you still want, I can change it to something a little "fancier."

    • Whoa, I never thought about that, but I don't exactly understand what you mean; please be more specific.
    • The "death flashing animation" was actually to prevent the player from moving into an obstacle before they have time to react and lose another life in between, but to your complement, I know - "Perfectly executed right there" - Jorden Kent (NWC 2017)
    • It took me a moment to think about it, but you're actually right; I've noticed that myself, and I didn't think there was a fix for it; thanks. Edit: In fact, I've already fixed it myself and it works wonderfully; thanks again.
    • Thanks! It's a mix of traditional and creative level design, so you might even see some creativity thrown into its C64 similarity on some future levels.
    • (Extra): Although Billy Block gives you that friendly space-age neighborhood feel like the Jetsons, just like Balloon Fight, it's as vicious as all get-out in my mind.

    Overall, thanks for the phrase for Billy Block; I hope you can continue to support it, because I haven't worked on it in months, so hopefully I can get it done eventually. Oh, and by the way, you're one of my backers for this game. Rock on.

  • Thanks for the responses so far, guys, I'll try your suggestions out sometime.

  • Hello.

    Recently, I posted my first game (Billy Block) in the Works in Progress/Feedback Requests section of the forum, and although I'm proud of my creation and for getting it out there, there's just one problem:

    I haven't gotten any feedback yet.

    Even after posting it on the "Promote your game here" thread, I still haven't gotten anything.

    Enough; I obviously need help, and here's the question:

    Is there anything you can do to help me get feedback?

    Thank you so much.

  • Half a month ago, I released my first alpha version of my run-n-leap platformer Billy Block, and I thought I'd advertise it here. Thanks for any feedback.

    Download (It's a .capx file, so you need to open it with Construct 2 to play it.):

    https://drive.google.com/open?id=0B8BSa ... 1g5QkZjMmM

    Official thread:

    viewtopic.php?f=180&t=195509

  • Here are my favorites, in no particular order and not limited to these, most of them with brief descriptions (You don't have to read them):

    Computer (I like the sound of that better.):

    • SimCity 3000 (Too bad you can't have custom buildings anymore past that.)
    • Amazon Trail (Both original and third edition)
    • Oregon Trail 5
    • Living Books (Even though they're not technically games, but I loved interacting with stuff in them.)
    • Lego Creator (Not technically a game either, but I'd prefer that over Minecraft for certain reasons.)
    • 3D Model Designer (Or whatever that's called; I can't remember.) (Another non-game, but it has the same reasons with LC.)
    • SimTown (Clicking on the buildings I found amusing.)
    • Anything Tycoon (Roller Coaster Tycoon 3 and Lemonade Tycoon 2 especially.)

    Console:

    • Mario Party 3 (I put that on top because I preferred that over Mario 64, and it felt special to me.)
    • SimThemePark (It's on PC as well, but I put it there because I preferred that in my time.)
    • Iggy's Reck'n Balls (The stage getting all blown up of from first place was super-exciting.)
    • Rolly Robot (Whatever that's called) (To be honest, I only played it because of the customizable roller coaster.)
    • Super Mario 64 (Similarly with RR, I only played it to explore the different worlds.)

    Mobile (Even though these were only a few years ago.):

    • Where's My Water? (I loved interacting with the different liquids and mechanisms.)
    • Bad Piggies (Having a custom vehicle was the best part; one of mine could fly both horizontally and vertically well.)
    • The Angry Birds series (Sort of; I preferred Bad Piggies...)
    • Some amusement park management game that also involved smilies...

    Looking at that list, computer games top the list in quantity (And quality to me!); they're more memorible to me than any of the others, especially Living Books. How I would love to relive them...

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  • If you move the 'for each' above the Player condition you'll find it is working.

    Ok; gotcha; I had them in the wrong order; both of your solutions I've never realized; I'm relatively new to C2, so you can expect me to ask for help on this sub-forum relatively frequently, but not too much.

    Other than that, to all viewing this thread, this problem is now solved, but I'll keep this in case I encounter another problem with what I have.

  • To pick in this scenario you need to add a system 'For Each' House condition, otherwise the picked House is always the first instance. What it's doing is moving you in front of the first instance of House every time, even if you are positioned over a different House and won't see it.

    I thought the problem was solved already, but here's what I've got:

    The problem with that is if there were houses on different Y levels, if I were above a lower house, the player wouldn't go behind it. I wanted the problem solved for individual houses.

  • In recent years up until this year, I played a lot of mobile, particularly Where's My Water? by Disney, Bad Piggies, the Angry Birds series, and Minecraft: Pocket Edition (where I first got into Minecraft in general).

    However, I can understand why anyone would despise the idea of paying to improve your gameplay experience, but personally, I have mixed feelings about it; it does indeed benefit developers (but maybe I'm wrong), but I feel people tend to abuse the system, and I think small advantages would be best for these payments. Just my two cents.

  • I am trying to:

    I'm trying to have perspective work properly in my 2D 2.5D game, which uses the bird's-eye view.

    I have tried:

    I've tried using the following scripts:

    And here are the details to each one (You don't have to read them):

    The first one only works for the first instance of the tilemap 'house'; it doesn't work at all for the rest in the layout; when the player is in front of the house, it's actually behind it.

    The second makes use of two parts of the same tilemap, the front and the back, which the front is a container of the back (so both will be destroyed when either is) and the front is on a lower layer than the player's and the back is on a higher layer than the player's. However, I've encountered essentially the same problem, but with the player on top of the back despite even putting that on top of the layer.

    The third has the front and back not in a container, and thus with them on the same layers, perspective works fine. It also uses a third sprite, called 'HouseConnect', so it would supposed to be that when the house front was destroyed, it would set an instance variable in 'HouseConnect' to true, which in turn would destroy the house's back if it was also overlapping it.

    This works if one instance of 'HouseConnect' were connecting the two sides and it wern't a part of HouseFront's container. However, if there was more than one of such instance connecting all four houses, clicking one 'HouseFront' would destroy all HouseConnect's and HouseBack's, while having the latter although would do the same thing for having all four houses connected, clicking one HouseFront would destroy that and in fact HouseConnect, but not HouseBack.

    I needed HouseConnect because I can't have a tilemap detect if it's overlapping another object, like I can with sprites.

    Summary:

    This is likely a lack of knowledge of how instance picking works. I do know that if I, for example, used a condition to detect if one object was overlapping another, it would destroy that instance only, otherwise, the event would destroy them all.

    Google search engine helped me none, and I don't trust this forum's either.

    However, I've been dealing with this problem for at least a month now, and I'm not getting anywhere (with the exception of the next section) with it, so thanks for your help.

    Bonus: Although having the house sides as sprites instead does, in fact, work for having the two destroy each other when the front is clicked and for perspective, regardless of layer, I find the process for getting rid of the background when snipping or taking screenshots of them tedious, and I'm not sure about tilemap editors, since one I've tried couldn't export my map (or any tilemap, for that matter) as an image, and I would have to do the same tedious process in that as well; perhaps there's a less tedious way. Besides, this problem assumes the house sides are tilemaps, so if you have a solution(s) to the main problem either way, please let me know; thanks.

  • Current version: alpha1.0.0

    Billy Block

    Download: https://drive.google.com/file/d/0B8BSaM ... sp=sharing

    This game is a run-'n'-leap platformer, where the player usually leapt over obstacles as opposed to jumping on platforms, and was inspired by classics as Lode Runner, and other run-'n'-leapers as Pitfall! and Keystone Kapers.

    To play, open the .capx file with Construct 2, and play it from any layout you'd like.

    Controls are:

    • 'Enter' key on title screen starts the game
    • 'D' key moves you right
    • 'A' key moves you left
    • 'W' key makes you jump
    • 'D' key makes you drop through a jumpthru platform
    • 'P' key pauses the game
    • 'R' key kills Billy, bringing him back to start and costing him a life (rarely used)
    • 'T' key returns player to title screen
    • 'M' key plays or stops music
    • You can also click the X in the top-right corner during a game to play or stop music.

    Thanks for any feedback; I appreciate that.

  • I plan on having some of them distributed this way, but if it's possible, how does it work?

  • I've actually played these in the GameCube era (2002-2007), but anyways, here's my list (Comments are in brackets):

    5. Diddy Kong Racing [Loved how different it was from MK64]

    4. Super Mario 64 [Exploring was cool, but using the Wing Cap was awesome]

    3. Rolly Robot [I believe that's what it's called; loved the custom roller coaster]

    2. Iggy's Reckin' Balls [Loved the destruction whenever I got 1st place]

    1. Mario Party 3 [Being able to play as Peach was fun]

    Here's a runner up, because I felt I had to include it (Don't worry, the title isn't strict):

    * Mario Kart 64 [The desert track was my favorite; couldn't get enough of the steam train]

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