Windwalker's Recent Forum Activity

  • Played it some. A couple points:

    *Why the square screen/layout? I don't know many devices that use this resolution aspect? What's your target device(s)? I suggest using 16:9 or 16:10 aspect ratios. So that we can see the oncoming subs from

    afar and take action accordingly.

    *Needs a lot more polish. Shake and/or flash the screen when we hit or our wall is hit. The bubbles when we destroy enemy sub is good, but they could move upwards to the surface for example.

    *Needs variation: Other types of enemies, maybe a slower moving enemy with more health, or an enemy that can move up and down (I didn't play that long, I don't know if such enemies arrive later, but if they do, they should arrive sooner)

  • Interesting.

    [SPOILERS!!!]

    I didn't see the switch from her perspective to his perspective coming. I think this could be interesting: another version from the man's perspective where we don't get to hear the thoughts of the woman, and to compare the results.

  • Hello.

    Played some.

    *There has to be some problem with sounds. Shot sounds arrive late (maybe the audio have a silent period in the first few miliseconds?)

    -Movement sound is also problematic, it doesn't loop and is disturbing.

    (Probably all sounds are placeholders as well?)

    *The range on line of sight grows and shrinks arbitrarily.

    *Opponents don't have a los range. They start shooting from out the black. Unjust competition!

    *We need a clear indicator that we got hit, and the same when we hit an opponent.

    *Opponent turret behaviour aims to where we are going towards. To dodge we have to change direction. OK but our acceleration is too slow for that, and the range is too close.

  • This looks really polished and professional. Hope it succeeds!

  • > > Finally finished the first playable version. It only has the tutorial. If you are willing to test my game, check out my Itch.io page

    > >

    > > https://imgur.com/a/mOECf7P

    >

    > No keyboard control? Want to play!

    Thanks for the interest. I think I have to support keyboard early on then. I really need any feedback I can get about the movement mechanics since everything depends on it.

    I'll update you here when it's done. ^^

    Awaiting :)

  • Finally finished the first playable version. It only has the tutorial. If you are willing to test my game, check out my Itch.io page

    https://imgur.com/a/mOECf7P

    No keyboard control? Want to play!

  • Yep, it works, thanks for the suggestion. I will look into it more soon, but like some of the previous examples, it seems to only work with a single light source. It's an effect given to a sprite, it auto-calculates the normal-map, and then uses a single light source position to perform the lighting. There doesn't seem to be a way to introduce more lights. A single light can be used to do some great things, but not the thing I have in mind.

    Is it, I wonder, possible to use the javascript capabilities in this regard to use the canvas or some other means to achieve multi-light, normal-map, dynamic lighting on sprites?

  • Hey ! Thank you !

    your comment boost my motivation, i need it.

    i am alone for all...even the music and sfx, it's hard work

    and the principal ingredient is determination.

    I have just made a video.

    Take a look.

    Sorry for the bad quality, my CPU can't capture a video of the game with a descent fps.

    Subscribe to Construct videos now

    Oh dear, it is clear so much effort has been put into this. It is amazing! I love shmups since R-type, and this has the vibe of a really challenging side shooter. Will be watching its development. There's something about the graphics that I can't quite put my finger on. They are really good and the effort shows, but something about the colors, or the sizes of the enemy ships, or difficulty in distinguishing some of them from the background... or a combination. This is only a minor feeling, though, I would definately play this game.

  • Hello all.

    Left the construct scene for some years and came back to C3. Everything is... nice.

    Current porject can make great use of more realistic sprite lighting, something like normal-mapped dynamic lights, for example. Initial research/search still gives me the old options through the amazing tutorial of LeuNoeleeste, and nothing else.

    Was wondering if any newer options/addons was available in this regard?

    Thanks in advance!

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  • Been thinking on meaningful gameplay mechanics to improve/enhance/alter idle clicker games, and yours gave me some ideas. The colors (or lack thereof) are great, but there are some edges in the UI that don't align with each other and that makes my inner obsessions tingle. The sound effect is also... open for improvement. Music, instantly turned off. Why am I writing all these? Well, because if you fix those this little project suddenly becomes a serious contender. Will be watching your career with great interest.

  • That is... interesting... UI clean and nice. Looks professional in a subdued sense. Maybe just a milkier white and a greyer black, but maybe that's just me. (Maybe color options to choose from, or maybe simplicity is better).

  • Played it! Small, compact, nice, just works... BUT! The sound effects do it a great disservice. Could you replace them with something more ethereal, instead of the sharp and tingy sound effects?

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Windwalker

Member since 2 Apr, 2013

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