RandomFellow's Recent Forum Activity

  • I wouldn't worry. I think the reason it was tough to find an answer was because there's a lot of different ways to do this.

    I'd suggest setting a global variable to tell which weapon or item you have selected (1 for fire sword, 2 for ice sword, etc), and set up sub-events under the event that triggers your attack for each weapon.

    I'd recommend a global variable so the player doesn't have to keep switching items/weapons when they transition between layouts.

  • It looks like the new links are broken as well.

    Though, I gotta say thanks for all the ideas so far. This has been a subject I've been having trouble with for awhile myself.

  • Those look great! Makes it look like an oil painting.

  • This is a pretty great start, especially for your first game! I really like the ship carrying all the power-ups. Reminds me of Sinistar.

    You might wanna slow down most of the asteroids and comets though. They soar on-screen really fast, and it's sometimes hard to dodge. It also means the best strategy for destroying them is blindly shooting off screen and hoping you get lucky.

    Keep at it, mate! It's looking good!

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  • Yeah... that's definitely not a secret passage. XD

    Do you know where you were when you fell through the floor?

    The main character looks out of scale compared to the background ;]

    Good eye! Most of the species on the island are about half the size of the average human so a lot of the visuals are gonna make Rad look like a giant.

  • I know the feeling, nimbusfool. It can get intimidating when you go it along, but stick with it. It gets easier as you go.

    And you've got one person, at the very least, really into it!

  • As much useful advice you're throwing my way, you're damn near a co-creator of this game! I appreciate all the help, so don't worry about that lecturing feeling.

    The video is actually a pretty good idea. It'll let me try out a few ideas before I implement them and avoid giving the audience the wrong impression of playing a section of the game that doesn't appear in the final product (Yeah, I'm looking at you, Halo 2).

    On the downside, I'll have to design more set pieces before I launch the funding campaign to give the game more variety. In the end, it won't really matter though. Get the art assets done sooner than later.

    As far as the resources I'll need, I'm wary of asking for as much as $1000 all together. I see a lot of ambitious groups asking for that much and missing their goals by a few hundred dollars. I really only need[\b] the personal license for Construct2. I already own a copy of Photoshop and SAI I use for image editing, and use a free sound editing program called Audacity for foley work and voice recording. Anything else would probably go towards an original soundtrack (as I'm terrible with music) and, eventually, voice actors for most major conversations. Though, I see what you mean. Asking for a low amount gives the impression I'm not really serious about it or I don't have high expectations.

    I've already gotten a head-start on some more levels and puzzle/inventory system. I should have something more to show in the next few weeks.

    Thanks again, GeometriX!

  • The sad thing is that's all I'm really wanting from the kickstarter donations. I'm not looking for thousands of dollars, just enough to cover the basic program. Something close to $200 is really all I needed, but I see exactly where you're coming from. The last thing I want to come off as is a beggar who doesn't know how big the hole he's digging is getting. It just feels like a catch 22 situation, not having the cash to buy it myself but needing it to get it off the ground. I was planning on adding another area to the plaforming demo though, once I was sure it played well end.

    I know this trees from somewhere, but didn't remember where =]

    I hope not! All the art was made from scratch. XD

    (By the way, your game's art style makes me wanna quit out of jealousy)

    Nice graphics, do you plan any story behind the scenes?

    I've got most of the plot down in stone. Most of the game takes place on Galloway (the Bandit Isle) where it's said a bandit queen hid an underground lake filled with gold and a machine she created that could grant anyone's wish. Rad and Goo "accidently" come across a mechanical compass that's magnetically attracted to gold so what do they do? Why, race a military megalomaniac, three dimwitted wizards, and a sky pirate to the treasure. But along the way, they discover the machine may not be what everyone thinks... (dramatic paaaaaause!)

    Well, that's the jist of it, but it's pretty satirical. It'll make fun of most of the cliche' I end up using.

  • I am digging the living hell out of the art style, mate!

  • You had me at lovecraft, Nimbusfool!

    Especially if there's a shoggath involved.

    What kind of game are your planning?

  • Thanks for all the kind words, guys!

    That's a lot of useful info I hadn't thought about, GeometriX! I'm pretty sure it's the ramps that are making players fall through platforms. I'll play around with their position and see if I can fix it.

    My first intention with the power meter was to persuade players to jump on the majority of enemies (slimes and such) and save the hammer for ones like the quiller. I didn't implement that very well. I might make it so that the hammer just knocks back squishy enemies like the slime, so you have to jump on them. Oh, and I always pictured jumped on enemies is like jumping on a bug with both feet. SPLAT!

    To be honest it was the mention of that feature that pushed me to actually try out this demo, and not seeing it was kind of disappointing. I'd be very wary of going the Kickstarter route with even the mention of Monkey Island without first proving to potential backers that you're going to deliver just that. Gamers are a fickle bunch.

    I actually never thought of that... I can't add anything more to this demo, but it might be a good idea to make another one with all the fat trimmed and just make it about the puzzles. What do you think?

    Thanks again for all the suggestions!

  • Thanks, Mineet! I'm really trying to give it a unique look.

    Will you be able to duck or avoid anything? I more than once got hit while waiting for the hammer to hit the target because it ran out of power.

    Oh yeah, that's definitely on the books. I was running short on events so I had to cut a few things out. I was looking at Hazneleil's Platformer+ Enhanced plug-in to fix this.

    Though I think you're right. I added a few too many Quiller enemies and they shoot rather frequently. I might have to cut out a few or lengthen the time between shots. What do you think?

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RandomFellow

Member since 2 Feb, 2013

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