Windwalker's Recent Forum Activity

  • When you move into new layout, try "regenerate obstacle map", because I think the borders of the first layout is taken as obstacles, so when you move into second layout, the object still remembers the old map.

  • I think it's a good start. Reminds me of dynablaster. I think it's worth working on.

    The second level line of sight is... VERY short. It could be nice if you could animate the large grey area that we cannot see. Looking at a grey wall is not fun, wouldn't be fun even if it was black I think.

    Good luck.

  • I played all the levels... which means it's good! +Music, +Sfx, +even more gameplay elements and you are in good shape

    Maybe add time pressure? Even more mechanics? It will begin to feel like game "N". Level editor in the future as well?

    Or maybe some other mechanic that will change it alltogether to make it unique?

    Anyway, it's good even as it is now, just add sfx&music Congrats.

  • The best game ever made is undoubtly X-COM terror from the deep. Some argue the first one is better but it's not true. While it laid the mechanics, the presentation, detail, difficulty and TERROR of the second game is unmatched. I have played Undying and was scared, I have played all the Dead Space series and they were tense... But no fear in the world beats the terror the TENTACULAT causes, nothing in the world is more horrible then your Commander dying to a bio-drone self destruction, no other game where you hold you breath during enemy turn, staring the "HIDDEN MOVEMENT" screen helplessly, praying your second-in-command survives this turn, because he/she took a %95 shot and missed and left facing a Tasoth. And the Moleculer Control of the aliens, which attack your soldiers brain functions and turn them against you!

    I must mention Tentaculat... This guy has a ton of time units, incredibly high reflexes - so you can't easily reaction fire them- can't insta-kill them without heaviest of sonic weapons which are high in the research tree, and most importantly... they float near your soldies, they attack them in melee. and turn them into zombies. The dead body is controlled by injected parasite, attacking his fellow teammates. Not only the remaining soldiers need to shoot their beloved friend, when they do, another tentaculat is spawned from the body... And the nightmare cycles begins anew.

    Before you know, you are trying to solve a giant puzzle with lots of mechanics... trying to stay in cover, do the mission objective, capture live aliens for research, fight off tentaculats, incredibly though lobsterman, mind-controlling tasoth, self-destructing bio-dromes... all the while managing your bases, research, production, economy, fighter subs... fighting against the aliens seemingly unstoppable spread over the globe, intercepting their missions, destroying their production and control facilities which they seem to build two for each previous base they have every month... and you have to satisfy your global funding countries. And you WANT to walk into that chamber of torture willingly! The game was not hard for the sake of being hard. It was hard to forge you into perfection. And you YEARNED for that perfection.

    Then one day, you grow balls and decide to all of these in superhuman difficulty...

    There were so many hidden, tiny details buried in TFTD... Like the tiles your men step on make different sounds based on their material, like the many small factors used to calculate panic... did you know being on fire increased panic probability? And the way skills improve, and the way you get attached to your men... And the way you design your base, and later aliens raid your base, and you play the game inside the base AS YOU DESIGNED IT. And on higher difficulty levels you needed to include base design in a tactical viewpoint as well... It was the perfect balance of art, style, variability, difficulty, complexity, presentation and satisfaction. If I had the power, I would have forced everyone in the world to play it.

    There are other good games but next to TFTD they are just "mentionable", The new X-COM is quite good and a realy good challenge, but the TERROR part was removed.

  • No, not neccessarily. I suggest you do the things you want in the order you want. But when it comes to the part where you decide to work on the upgrades, it could be nice if there was a little spritefont popping out, saying "speed increased!" and then fade out

    Do you intend to keep this small like this or do you wish to include lots of other elements like bosses, stores, saves, highscores etc?

  • This is actually nice! What are the things that we collect? I see some upgrades to the ship as I gather destroyed enemy parts, but don't understand what they do. It would be nice if some of these gave extra hp or sth. Please improve this, has lots of potential.

  • Just this week I learnt that I hate making tutorials. It's because I already know how to play my own game and the mechanics of it, and making a tutorials seems like a waste of time... Hell, I have beaten X-Com terror from the deep on superhuman difficulty, and that game didn't have a tutorial! On top of that, making a tutorial -at least in my case- had many situations where tutorial code conflicted with previous code. I have to manually place objects, enable/disable controls etc, which makes me write messy events. Not healthy, not fun. The only fun was a couple places where I had to find a solution to a couple problems, like solving a puzzle... But the excitement of them was dimmed by the darkness and boredom of making a friggin tutorial! Why didn't I just make a pdf and inlcuded it as a manual! GRRR!

  • Sethmaster nice ideas, I don't know why I never thought of placing assets in logically seperated layouts. I just dumped them all into one layout, just grouped them by positioning them. And using the events sheets for these seperated layouts to write behaviours for these assets is awesome idea. Again I just dumped many behaviours into groups such as "environment", "camera" etc. into one "coremechanics" event sheet and included it in every other sheet. Of all your suggestions, I was only using functions to it's fullest.

  • Its nice game, almost xen. But sometimes I have to shake the "core" because ball gets stuck and makes me lose time. It would be nice if there were kinds of graphical / audio changes as the levels progressed. It's nice the timer doesn't start in the first level till you first touch, but on later levels countdown starts immediately when level loads, was this by design?

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  • This is a very, very good game, well done! I wish I joined the LD just to be able to have voted your game. Very nice art, nice theme, instantly liked it. And played it alot! Was able to get rapid-shockwaves and then collect 3 or 4 more spirit balls as well. Insta-death hurts, but I am an oldie and like such difficulties. Really well done. I hope you get good votes for this and most importantly I hope you guys do more work, especially with C2. Cheers.

  • Very nice character and gameplay mechanic. There is a lot you can do with this. Hope you succeed.

  • The town is Tristram!

    You can do almost anything in 2d with c2. There are some parts that will need work, expecially dialogues with npc's, inventory management... One of the core concepts programmingwise that you have to learn fast is "picking".

    There are alot of good tutorials and forum posts about it. I am sure you will succeed. You can even team up with other people on the forums to get the coding done.

    Hope you succeed. The arts are awesome. Regards.

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Windwalker

Member since 2 Apr, 2013

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