lolpaca's Recent Forum Activity

  • Ah, spending rainy lunchtimes at primary school copying out routines in BASIC from a big red book, on a BBC Micro. Good times!

  • Actually, Tilemap is already sort of a 2D array, so you might not even need a separate array. Hmmm! :O I'll have to look into that.

    By the way, I plan to write a tutorial that builds on Abhilash's procedural generation one a bit, so more people can have fun experimenting with it in C2

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  • valdarko yep, it's the same principle whether you're using Tilemap or generating sprites - either way you're using coordinates on an array to place tiles on the layout. I use a mix of Tilemap and sprites in this, Tilemap is a bit more fiddly when referencing individual tiles in events, but it's so much more efficient memory-wise.

  • Yep, auto-mining has been implemented now and will be in the next update!

  • Would also love to know more about those lighting effects

  • This looks great! Reminds me a bit of Risk of Rain.

  • Cool - I haven't really thought about how I'd do procedural generation for a platformer, I'd imagine it wouldn't be too difficult as long as you've worked out the parameters (how many tiles your character can jump, etc). I like level design too, but it's quite satisfying to just have a bunch of values you can fiddle with and then watch the results when you load the level!

    I'm still currently doing enemy AI and loot, progress is a bit slow as I don't have much time to work on it over the next week. I would like to revisit the proc gen engine a bit later on though - I feel like the levels are a bit generic at the moment, they could do with a few more wildcards like non-rectangular rooms, big areas of cave, locked doors etc. If anyone's got any suggestions, shout em out!

  • For the lighting, you could try something similar to what's in my game, there's a brief description of how I did it on this thread PM me if you want more details

  • Really glad it's doing so well. Construct 2 perfectly hits the sweet spot for me - user-friendly and intuitive enough to get to grips with in a short space of time, deep and powerful enough to make pretty much any kind of game you want, as long as you're prepared to put in the effort. I've used lots of other game-making software in the past (The Games Factory, Multimedia Fusion, GameMaker) and C2 blows them all away. Here's to a million more downloads

  • Very exciting, I'll be keeping an eye on this! Will the dungeons have any random element or will they be predetermined like Zelda?

  • An annoying thing with Boids is that you can't set it disabled as far as I know; unlike most other movement behaviours you can't switch between it and others when you need to. Not sure if that's an oversight or you can and I'm just being dumb

    This is looking fantastic by the way, can't wait to see some gameplay!

  • Extremely sound advice I started with a program called Klik 'n' Play back when I was about 12, and then its successor The Games Factory a few years later. While these programs were pretty basic compared with Construct 2, they taught me a lot about logic, which is extremely important for any sort of programming. I more or less lost interest in game development for about a decade, until last year I discovered Construct 2 and since then I've dived straight back into it - I've started (and trashed) more projects in the last year than I care to mention...

    I really wouldn't set 'going pro' as your ultimate goal, just as I don't think aspiring writers should see getting published as their goal. Your ultimate goal should be to make a great game - one that you love and, hopefully, other people will too. If you can do that, the rest will follow.

    In the meantime, play a huge range of videogames and other kinds of games too (board games, card games, tabletop games) - you never know where you'll find inspiration. I'd also really recommend learning a programming language at some point, if you get the opportunity.

    Oh and I like your game!

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lolpaca

Member since 28 Feb, 2013

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