Windwalker's Recent Forum Activity

  • Just keep working on this; a little bit of gameplay variety (ducking, enemies shooting by ducking in return, buildings becoming semi-transparent when entered, collectibles) and a nice cover (main menu, save&load, options) and you have got yourself a very nice platformer.

  • It's working awesomely and almost all the potential bug sources seem to be eliminated. Real solid work. Can't wait for the graphics now

  • I think picking is one of the most fundamental and important aspects of construct 2. There is already a ton of explanation in the forums and in youtube videos (especially off reddit lessons which are awesome) but still it could be nice if there was an easier way to teach newcomers how to "pick"

  • It's not broken. You can open a paranthesis after touch.x and include which layer you are representing the position in, like:

    touch.x("Gameplay") - using the layer name

    or

    touch.x(2) - using the layer order number.

    Fiddle with this idea, search the forums and you shall find what you seek young padawan

  • I think it's possible but not worth the hassle. You could go just a couple steps back and do fully destructable terrain, (I think Rojohound made something like that, the discussion had started with cortex command at that time too, just search the forums and you could find it - hint: it uses tilemaps as suggested above) and basic sprite animations + optimized particle physcis. For the gameplay, you do not need each pixel of each character; you just need good hitboxes that represent them.

  • I am really into the idea of soft limits in games. Examples are infinite run that gets faster and faster, up to the point where the player no longer keep up with it and die. This implies that as you get better and better, you can keep up running longer and you evolve along with the game. Not only in game length, the soft limits (or soft caps) in player progression - like levels or skill powerups - are very promising I daresay. If you can balance 20 different skills capped with a maxiumum level of 10 each, all along with eachother I am pretty sure you can do it if they are uncapped too. Just make the time / resource neccessary to increase the level beyond really big. Especially in sandbox games like skyrim, gta, minecraft, terraria... and infinite grind games like diablo, path of exile... I think soft caps are way to go...

  • When you use "ob object touched" it already "picks" that specific object for you. Under the events of this condition, you will exclusively be manipualting this single object, not the whole family.

    The difficulty you are facing now is actually very important because it's a door in c2 that when you open, you get +5 levels or so:) It's called "picking", you should definately read about it in forums, in manual and watch youtube videos. Believe me, you will thank me later when you solve the picking with all aspects.

  • is sidekick to the right of player = sidekick.Y > player.Y

  • I think it's a nice start. Try to add some sound effects. As peterbot1970 says, a restart key from keyboard would be nice. Maybe slow down a little bit/make steering faster/zoom out view to give more chance to player or any combination of these to make longer, more enjoyable ride. Maybe it gets faster as you ride? Some powerups, loots would finish the job

  • Nice idea, basic and smooth. I found myself playing much more then I usually play such games.

    Something about the color palette is a little bit unnatural but I can't pinpoint exactly what I complain about. But since it's up and running now, I could humbly advice just to try improved graphics... They are not bad, there is just something that doesn't fit...

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  • I think you can monetize on pc too. For starters try to go steam greenlit, You will find many more alternatives as you begin reading the nets on how to sell your game. You could event go as far as having your own company with an ssl certificated website + paypal payment options and a server keeping your customer database, though that's a far end of the spectrum.

  • I understand the complaints, and I feel like I have no right to have claims as I don't have a c2 game on the market at the moment. But I have created three basic game engines, a shoot em-up, an rts and a turn based game. I have tested all three in mobile and the results were not that bad. They all perform 30+fps's. Though admittedly, they are not complete products.

    But the point I'm trying to make is, just tell me a good nice popular 2d game on the market, on any platform, that you can't make with c2 and run in an acceptable performance. From all the bird game clones to jetpack clones to infinite jumpers/runners to card games... I understand that sometimes what you have in mind hits a performance related barrier but making a game involves a lot of non-programming work and decisions, some of which can help with the performance issues. No matter what kind of art form you are using, you have limitations with your medium and shape your art accordingly. You can't play drums with guitar, if you try to, you just hit the wood and you may even be able to decorate your drumhits with guitar sound and make something acceptable... but it will take a lot of work.

    I think we can all agree on that c2 could be near-perfect if it had native exporting or some kind of non-third party solution for exports. Currently, you have to find other ways to make it work and this may involve design / target platform choices. But before jumping on another train, just be sure all of them have their own set of problems. This is the nature of the programming. There is just no easy way of doing it, even with c2.

    I am hopefull Scirra will find a way to satisfy, for the last six months that's all I have seen they have been doing.

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Windwalker

Member since 2 Apr, 2013

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