Nexis717's Recent Forum Activity

  • Had this issue and had trouble finding an answer so, Thought I'd post my solution

    • Set the condition to be checked to reverse the fade
    • Add action to Set the Fade-out to 0
    • Add action to Set the Fade-in to 1 or higher
    • Add action to restart fade

    Reverse values for fade, if trying to reverse a Fade-in

  • Really good job here. Great polish and attention to details. Good UX as well .

    Nice work!

    Thanks you! that means a lot

  • UPDATE VERSION 1.0.0.2

    *Added 3 new levels to stage 3!

    *More levels to come soon

  • UPDATE VERSION 1.0.0.1

    *Fixed a "Bug" that was effecting gameplay where if you mouse clicked on a menu option during the title screen, the game would detect that as touch input and enable touch controls, limiting keyboard and gamepad input

    I didn't realize that the Touch object had a property to accept mouse input. Simply disabling this property fixes the issue, only accepting touch input from mobile devices now

    *Scripted a more robust, diverse set of keyboard inputs

    Previously the only keyboard inputs, for gameplay, were the arrow keys and Z (to jump/menu select). The game now accepts WASD controls as well as Space to jump

    * Added a New Pause screen available In-Game for both desktop and mobile play. Previously pressing ESC would bring you to the Stage select screen, while mobile button would do the same.

    New Pause screen effects timescale (setting to 0 while paused) and gives options to go to Stage select, Main Menu (Title Screen), or return to game.

    Again, Thanks to everyone that's played and taken the time to provide feedback. You've been a big help!

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  • Interesting game. A bit tough to play on a mobile device. Maybe some improvements could be made to mobile controls? I’ll have to test it out again later on a pc. Great start though!

  • Moon’s Adventure is a small passion project that I’ve been working on for a little bit, using Kenny.nl’s Abstract Platformer assets pack, as well as borrowing some of the assets from the C3 example project “Kiwi’s Adventure”

    I was inspired to make the game after checking out Kiwi Adventure, and a few level design elements from that game have actually been used.

    The game is meant to be a casual Platformer but, can be challenging at times.

    Currently, I only have 8 levels, broken down into 2 stages, plus a small tutorial level. The hope is to eventually have 4 stages, with 8 levels each.

    The controls are meant to be simple, move side to side and jump, with wall grabbing and wall jumping included. Levels 5-8 (stage 2) puts a heavy emphasis on wall climbing, but the rest of the game will be more diverse

    Each level is broken into 3 sections, passing through a door to the next section. The door works as a checkpoint, to help with progression.

    I’m sharing the project in its current state to hopefully get some feedback and constructive criticism, before getting to far along in things, where it would be difficult to change things around.

    Please keep in mind that this is an unfinished project. All levels will hopefully be detailed and polished later.

    Thank you to everyone that takes the time to play and provide feedback!

    https://www.scirra.com/arcade/adventure-games/moons-adventure-27028

  • It is only a badge - not such a big deal is it?

    Anyway, that would be up to Tom. You could always email and ask for verification/removal if you think it's that important.

    Eh, no, not such a big deal but, in an old blog post @Tom talked about how they "gamified" the website. In that sense, there is an achievement in the game that is unattainable. Wouldn't any developer want to either remove an unattainable achievement or create a method for the achievement to be attained?

    I can understand that some users, that have attained the badge, may be upset to lose it, or lose the rep points but, that just goes back to your point; It's just a badge / rep points, is it really that important?

  • She did, I found her, but maybe the links are too old now.

    Maybe time to retire the badge then?

  • Ha! Nice

  • There is no princess. she never existed

  • Yes but... Where is the Pirate Princess!?!?

  • In my experience, Construct 2 is extremely versatile, robust and powerful. It's a 2D engine, so you have to use it as such. For prototyping, there is nothing better. For creating fun 2D games, in a short amount of time, nothing compares.

    Once you get to really know the engine, get a feel for it's quirks, learn best practices and dive into a lot of the advanced features, You'll be able to make some really amazing creations.

    I used Unity for years (and still do from time to time). The problem I have with Unity is that I spent 3/4 of my time coding, reviewing code, troubleshooting and bug fixing. Something about Constructs visual events, and how you handle them (assigning event sheets to layout, including sheets in other sheets, global variables easily carrying across all event sheets), makes "Coding", troubleshooting, and bug fixing a breeze, affording me, as a one person team, more time to focus on art, style and gameplay.

    I think a lot of the problem with construct is that it appears extremely approachable and easy to use, so users jump in head first, without taking the time to review examples, read tutorials and go over the manual.

    It took me almost a year before I even realized that there was a Function object that could be used and BOOM my world was turned around, as well as how I approached creating games with the engine. Take the time to really dig in and learn the engine and you'll see that (despite it's quirks) for 2D projects, It's amazing.

    One thing I also like is the ability to port projects from C2 to C3 relatively easily. Hopefully this support continues for a good long time.

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Nexis717

Member since 23 Dec, 2017

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