RandomFellow's Recent Forum Activity

  • Wrangler

    I think it's a little humbling to me knowing that you use a rudimentary in-software image editor and get these amazing results, sir... next thing you'll tell me is Picasso used MS Paint!

    Are you purposefully trying to lower my self esteem, you monster?

  • Are you wanting help with programming the enemies and their behaviors, making the sprites, or something else?

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  • retrodude

    If your avatar is any indication, I think I'd be pretty damn impressed with what you had before you quite and tell you not to give up so easily! I kinda did the same thing with this last year. I'm actually curious to see what you had!

    sved

    You keep posting pieces like that and I don't care how long it takes! Your screens are more like paintings than screenshots.

  • Why does everything you make have to look so purdy? WWWWWWWWWWWWHY?!

  • sved You, sir, are tickling my nostalgia bone in all the right places! The art style reminds me a lot of Out of This World, and the thought of an adventure game that looks like that is getting me all giddy.

    Cappdog You mean bombs for the player (like a missile launcher or allied bombing runs), or bombs for enemies (like enemy bombers or minefields)? 'cause I'm planning on both. XD

    Your visuals make me joygasm.

    Thanks! I feel I should mention that I've been silently watching your game for awhile like a creeper.

  • sman118 That's high praise comin' from you, mate! Funny thing is the legs are the only parts that are actually animated. I used a friends version of Spriter to animate the legs and attach them to the body in Construct2. That way, the player can swap out parts to make their own steam mechs (hopefully).

    Windwalker A man after my own heart, I tell ya. I've got most of the player controls working, so I hope to have somethin' for y'all to try out in the next month or so.

  • I gotta say, I'm surprised no one else has commented on here already. You've got talent, mate! Your work oozes with style, and even the 8/16-bit style pieces are catchy (which is a lot rarer than most think).

    I'd love to have a few of your pieces to liven up anything I'd be working on.

  • <img src="https://dl.dropboxusercontent.com/u/158640178/ingame01.gif" border="0" />

    An animation showing an older version of the gameplay with minimal text HUD. When I finally get bandicam to work properly again, I'll post one with the graphical HUD.

  • You're one to talk about detail. Every screenshot is like a work of art. I especially like the blocky moon in background. Dunno why the idea of a square moon pleases me...

  • Impressive for your first go! It usually takes most people awhile to get the hang of most of the programming (and getting the game working on dropbox).

    I'd say the next step, aside from what Windwalker said, is try your hand at making some enemies aim and fire at the player. A lot of the principles and programming bits used to do that are very useful in other parts of the game. You probably already know having used other programs, but AI programming is pretty tough.

    PS: Fist bump for the avatar, sir.

  • Don't forget the allure of a more affordable engine (I don't like saying cheaper. Sounds bad, eh?). If it's something that you plan to market to multiple people, lower prices usually draws in more people.

    It's a tricky thing, balancing between affordable for you and your clients, but it's a dance we all have to go through at one point or another.

    I wish ya all the luck, mate!

  • Cappdog High praise indeed, sir! I'll admit I was really pleased with how the bolt animation looked with the heavy cannon, and it's just fun to watch the brass spilling out the back of the autogun.

    Might I ask when we can we expect to see more of your art? Moooooooooooooooooooooooooore!

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RandomFellow

Member since 2 Feb, 2013

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