ome6a1717's Recent Forum Activity

  • retrodude - thanks! I'm actually finding more and more bugs as it's released, so it needs a bit of fixing up, but it's passable for the most part. :)

  • AwesomePlayer - the current release date is set to Q4 of 2014. I'd imagine it will release before that, but a lot depends on the kickstarter campaign. I will still probably finish the product regardless, but will not be able to afford a lot of the art necessary.

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  • xXxForsakenxXx - thanks! The art was done by James O'Reilly (http://www.james-oreilly.com/game-art.html). He's a really fantastic artist - you'll have to contact him for prices since it does vary depending on what you're looking for and how fast you need it.

  • RafaelHp - thanks! For the menu I created a UI & MENU layout that secretly plays after the splash screen. I set each object to global, and just toggle the layer visibility for each layout. It's the easiest way I've found to do a menu or UI!

  • E Bear - thanks so much! I could have never done it without C2. I think it says a lot about this software when someone who has absolutely no programming background can make something good.

  • Hey Everyone,

    I've finally just posted the kickstarter for Viktor!

    http://www.kickstarter.com/projects/1064508483/viktor-action-platformer

  • Katala - thanks! I was wondering that. My goal in the end is have a total of 8 levels: An opening stage (essentially the demo), 6 levels that you can choose ala Mega Man style, and then the final stage. My goal is to put in at least 2 hours of gameplay, so I may have made the level longer for the sake of making the game longer :).

    Good to know though - all of these suggestions are great. Keep 'em coming!

  • Nickydude - thanks for taking the time to play it. You're right, I'll definitely have to add the ability to define all actions within the game.

    As far as getting stuck in walls, I've had that happen before, but it seems to only happen at lower fps (below 40). I've tried for hours and could never replicate it at 60 fps. It's probably a dt issue somewhere, so I may have to change the way the dash is performed.

    Thanks for bringing it to my attention!

  • harrio - thanks so much! I can only hope this game can be half as successful as super ubie land.

  • KaMiZoTo & xchellseax - thanks for trying it out! I'm glad you guys like it.

    Kamizoto - The project was pretty much done by only myself (I did hire an artist for all of the art, though).

  • Dannyzigg - thanks! Thats not a bad idea with the overlap sprite, I might have to try something like that.

    The music was done by me, I had to outsource the art though (I'm not even nearly as skilled in the art department).

  • CrudeMik

    Thanks, glad you liked it! To stop the player dashing into a wall, I created an indicator sprite (just a box) that rotated around the player based on the mouse position and when you dash, it checks if its overlapping a solid object. If it's not (since it's your end destination), it disables the collision while dashing, but if it is, it keeps collision enabled and stops dashing as soon as you hit a wall.

    Dannyzigg - thanks for playing it!

    For the collision issues you were having, I couldn't figure out a way around that, but you should have the mechanics to get away from the fire ball enemies :) And yeah, the song is a little short. I didn't think the level was going to be so long when I started!

    I do have some ideas for original mecahnics, but you'll just have to stay tuned :)

ome6a1717's avatar

ome6a1717

Member since 12 Feb, 2013

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