stevecameron's Recent Forum Activity

  • Better than "Tili"??? Just kidding. But seriously that's a fun game. You should have it as an un-lockable mini-game in Tili.

  • Really nice customization Donald. Does the car keep moving so the player just steers and shoots?

  • Hi 0Hayes, I watched the first episode last night, very impressive. Your concepts all look great. I never really thought of doing digital mock ups before - I'm pretty much a pencil and paper guy, although I do use google for reference images - but I think I might try this (using GIMP) for my current project. Even if it's just for the level's colour pallette.

    Good luck with this series.

  • Looking forward to it

  • That's a good point. Now that you mention it there were quite a lot of scrolls.

  • Hi remib74

    I love the new terrain style background - looks epic. The game is still kinda frustrating as the player's weapon is really slow and feels weak.... especially when there's about 10 targets on screen. I would give the player a nice meaty star wars style laser blast and make the enemies a little weaker. The other thing you need is a points/score to make it interesting and a user interface - "play" "restart" etc.

  • The boxes with the pictures of the swords on, what do you do with them because hitting them with your sword doesn't do anything.

    If you had read the little scrolls (in game manual) then you would have learned that you need a dagger to break those particular boxes

    Great game UlisesFreitas. I agree that the animation for the basic attack does seem a little slow, but it doesn't detract from the fun of the game.

    Good job

  • Hi Jonzo. The graphics are nice and the controls work fine-- its just a bit boring as there's no score or points to collect. Plus maybe some simple sounds for the slime jumping would be nice.

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  • Sorry for the confusion:

    I'm using the tile-map for the "look" of the level and was going to use a separate sprite (with solid behaviour + invisible) for the actual ground that stops the player falling out the game... but when I discovered that a tile map could have per-tile unique collision I thought why bother with the extra "solid ground"

  • Hi,

    I see that when using a tilemap you can edit collision for each "tile", so my question is, is there any advantage to using a separate invisible sprite solid for collision?

    (I'm building a 2D platformer)

  • Hi Tetuan. I love the idea of your game, I'm sure there will be kids who would enjoy the challenge.

    A few crits:

    1 - You need to work on the presentation a little - it looks like a program/app from the 90's.

    2 - I found that if you type too fast the game doesn't respond (I know it's aimed at kids but the game should still be able to cope with fast typing)

    3 - Maybe add full screen ability

  • Wow, that is a very deceptively tricky game. At first I was like.... "this is easy", then I got to level 9..... took me about 15 mins... didn't get past level 10... yet. Very good game you've got there TheNormalGeek. Why did you choose such a simple colour (non-colour) pallete?

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stevecameron

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