lolpaca's Recent Forum Activity

    As a gamer and developer, i think the following are worth to mention: The Neverhood, Blocks That Matter, Tetrobot and Co, Fez, Knytt Underground and Limbo.

    Yay for the Neverhood I backed Armikrog before I even finished reading the Kickstarter page!

  • I'm doing something similar - I'm giving all my spells a cooldown, mana cost and amount of damage, and I'm just going to wait til I've reached the stage that they're all implemented and then start twiddling the numbers until it feels balanced. Don't know if that helps but that's how I'm doing it!

  • Just wondered if anyone has any recommendations for a good platform to use for a development blog. I'm currently working on a Tumblr for mine, but I know a lot of people like to use IndieDB - any suggestions, pros and cons either way?

  • Really nice job! I've listened to it a few times and I really like it. But I still just don't really think it sounds right for this particular case - I'm not really sure how to explain what I want cos I have no musical aptitude at all, I just know it when I hear it, and unfortunately that just isn't it. Like I said, I'm really picky about my sound design

    I don't want to waste any more of your time and I hope you're not too put out about it - your music is great and I hope you keep making it. I'm sure there are lots of people on here who'd love to have something like this in their games, I'll be sure to direct them to you if anyone asks!

  • Depends how you want to spawn them, really. You could set another bunch of invisible sprites at regular horizontal intervals with the same bullet behaviour as the camera sprite, and make the system pick one at random every X seconds to spawn a block - that's just one possible way, but it might be a start.

  • Just checking, have you made your layout big enough? Your layout needs to be bigger than the screen size for Scroll To to work...

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  • Hey guys!

    So I see that Construct can do like a lot of things pretty easily, however when I play top games in Arcade section and scroll through, one simple question is crossing my mind - "why are they so boring and so casual?" Is it really possible to make great games that(for example) can sell in mobile markets? Or it's just like there are just so few users who can make high-quality products and make it to the end? Is it because construct 2 is still pretty young child?

    For expample - there are hyper drifter or hotline mayami made on gamemaker.

    P.s. I really didn't wanna insult someone with my opinion about arcade section, sorry if I did.

    I do think this raises a good point; not to knock the games in the arcade, but if I was a new customer still deciding whether or not to use Construct 2, I might be put off by the quality of some of the games on there and dismiss it as a program for "casual" games only.

    Definitely more could be done to champion the games that show off the really amazing things Construct is capable of: there's a list somewhere of C2-developed games that have been Greenlit on Steam or are awaiting it, which would be a good place to start.

    Bottom line, and to answer OP's question, I've used a lot of game-making software over the years and C2 is beyond a doubt the best. It's a powerful, well-supported program with a great community, and it's capable of pretty much any sort of game you want to make (as long as it's 2D, ofc ). You certainly can undertake big, professional-scale projects in it and many people do, but that aspect just doesn't seem to be promoted as much as perhaps it should be.

  • Well, that'd be awesome! My project is this one:

    greed-a-proc-gen-dungeon-crawler-sort-of-thing_t96259

    I'm currently working on adding a boss room to it - the doors will lock as soon as you get inside and you'll be stuck in there until you kill the boss or he kills you, so I want the music to be quite dark and dramatic. In terms of the mood, it's got kind of a Heretic-ish dark fantasy thing going on, so I was imagining maybe some sort of 'scary chiptuney metal' for the boss theme... if that makes any sense!

    Here's a link to the Heretic soundtrack as well, which might give a better idea of the sort of mood I'm shooting for (although it doesn't necessarily need to sound like this):

    Really looking forward to seeing what you come up with! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> I'm working on this whenever I get a spare few hours, which isn't as often as I'd like at the moment, but I'm hoping to have the boss room update completed this week.

    ... Also, why not just spend the day or two that it would take to make your own Space Blaster-style game, then sell it as your own work because it actually *is* your own work?

  • Hey, that's really cool! Nice NES-style, Megaman end-of-level boss sorta feel to it. I'm not sure if it sounds right for my project in particular but I'm really picky like that I hope you keep making this stuff!

  • This is what I love about game development - I don't think I've found anything else tests so many skills at once, from logical problem-solving and organisation (viz; if you're doing a big project and you don't keep everything tidy, you're gonna have a bad time) to graphic design, interface design, sound design, art, writing, pacing and just a sense for what makes a game work and what needs to change.

    Of course not all these skills are necessary in every project, and you don't have to be great at all of them, but - especially if you're working solo - you've got to be willing to at least give them all a try at some point. It's a great way to try your hand at a whole bunch of different disciplines, and learn a ton of stuff while you're doing it.

  • Really great stuff man Have you made anything like a "boss theme"? Sort of scary, urgent, forboding stuff to fight a boss to?

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lolpaca

Member since 28 Feb, 2013

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