mintPIXEL's Recent Forum Activity

  • It only works when exported, not when previewed, but it definately works here.

    Hi there,

    I restarted Construct and tried again and it worked this time. Not sure what was up, but thanks for your help!!

    Adam

  • For me it works when changing the icons..

    Did you make sure the Icons you imported were exactly the same size as the Icons you replaced?

      

    Ive tried replacing, and also just recoloring them. Not sure whats going on.

  • Hey there,

    Im web publishing a few games and Ive noticed that the little icon up by the address bar on the browser is set to the construct cog. Im wanting to change it to my logo, what file do I need to change? Ive tried messing with the icons in the project folder and nothing happened.

    Thanks

    Adam

  • Check out this example

    https://www.scirra.com/tutorials/746/auto-tile-using-sprites-arrays-and-a-bitwise-method

    You can read up more about it on google by searching for "tilemap bitwise"

    Hi, and thanks. Ive actually look at that already and it wont work for what Im trying to do. I understand how to tilemap, what I cant figure out is how to get construct to have a sprite check its surroundings as every way Ive seen I cant get it to work (overlap at offset, using tilemaps, etc). I have a very crude way of doing it, spawning 4 sensors to register collisions, but Im looking for a way that doesn't involve spawning 100s of objects.

    Thanks for your help!

  • Hi,

    Im working on a random map generator, I have had some nice success. Now Im looking to actually set the sprites animations based on surrounding objects. I have been unable to figure out an easy way to do this. Ive seen people use overlap at offset, and I cant seem to make that work. Basically, I will just need each sprite to check if there is an object on any of the 4 sides of it. Thanks for any help!

    Adam

  • Definately awesome!

    Thanks so much!

  • I enjoyed the game. It has a very Super Meat Boy-ish feel to it and the atmosphere is well-done (Music/art in particular was good). The difficulty curve was also very reasonable. At no point did I feel like the difficulty came out of nowhere. It slowly progressed into a more difficult experience with each section.

    I was also surprised how long the demo was going for me. I figured it would only be a few sections, but there was a lot of depth to it. How long did it take you to make?

    As for criticisms, my main gripe was with how sensitive the controls were. I realize this was meant to be half the challenge, but when you're precision platforming on rather small platforms that are moving up and down, it's frustrating to fall off those platforms just because you held down the move key for a split second too long. In games where you have very precise control over your movements (Such as Donkey Kong Country), that's ok. But here it was the only part of the game where I was frustrated. My suggestion would be to either ease up on the areas that require high amounts of precision, or maybe make the player's acceleration take longer.

    The only other criticism I can think of is pretty minor, but thought I'd throw it out there any way. There were a few times where I wouldn't notice things that were important because it blended in too much with the environment. Usually it was a spike on the ground. Also in the section that you screencapped in your OP, I didn't realize you could just run along the floor like that because those looked like openings where you would fall into lava. I'm not sure if that's another case of the floor blending in with the environment too much or if it's the same deal as in Mario where the player can run over very small open spaces, but either way these things are pretty minor.

    Great job on the game!

    Hi there, Including the art, it has taken about 2 1/2 days to get to that point. But I have a few prebuilt "engines" that I use for my games, so a good chunk of it just needed minor tweaking.

    Im glad you said Super Meat Boy, the goal was super meat boy with 5 second levels haha. And the floors are very much meant to be that way. Only people who have played Mario would look at that level and instantly get what you need to do. Im glad you caught that reference as well. As for the controls, Im sure they will still be tweaked as I move on, I just have to make sure that you can still beat all of the levels with tweaked speed etc. Its a delicate balance.

    Thanks for the feedback!

  • Love the ambient, really cool concept.

    Thanks, Im glad you like it!

  • Very nice work. Very professional. :)

    Thanks a million, glad you enjoyed it!

  • You, sir, have scratched my 8-bit itch.

    Thats great news! There will be many more levels to come!

  • this looks awesome on the screens but it's even more while playing.

    Love that feeling! Really great job! :)

    Thanks a lot! I appreciate it!

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  • Very nice work. Very professional. :)

    Hey thanks! Im glad you enjoy it!

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mintPIXEL

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