Moontail's Recent Forum Activity

  • I'm curious. In games that feature multiple save slots to load from and save progress to, how valuable do you find copying data from one save slot to another?

    To be clear, I'm not asking how to copy save slots, rather if this is a feature one ought to include in games. I realize it's not a necessary feature, but do you tend to think it's one worth the time and effort?

    I'd imagine it's contingent on whether the game has automatic or manual saving. With manual saving, you can easily overwrite files or save progress to empty files if you want a copy at a particular moment. With autosaving, copying would allow you to suspend one file at a particular point.

    Part of why I ask is because this feature seems be in not nearly as many games these days.

  • -Try to make a BG color scheme that's either a fair bit lighter or darker than the FG. For instance, a lot of the hills in Mario games are lighter than the ground tiles. Lightening up the BG rocks would help in this case.

    -Different scroll rates for BG layers help if you aren't already doing them.

    -Avoid objects similar to the FG showing up in the BG, such as a couple of the ledges you have.

    -Avoid any black in the BG (which it looks like you're doing).

    Contrary to what you say, a lot of the graphics here are quite nice, especially the player and the BG rock shading.

  • Persona 3 FES. One of the best, most atmospheric RPGs I've ever played.

    I've also been enjoying some Super Smash Bros. for Wii U off and on.

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  • Note: this isn't about HOW to make a running/dashing feature in Construct 2. Rather, it asks if one OUGHT to do this in game design.

    One of the biggest dilemmas I've wrestled with in game design is whether to include a run button in a sidescroller which, if held, increases your horizontal speed in either direction. We've seen run buttons in countless games, from Super Mario Bros. to Super Metroid. But how important are they really? Consider that so often, we keep the button held near-constantly. It can get pretty tiring. At the same time, disabling a run button may make the player feel too detached and not in control enough. If you've ever played Kirby Air Ride, which made you accelerate by default, you've likely experienced what I'm saying.

    The game I'm designing includes a jump button, shoot button, and the directional arrows for movement/bullet aiming. It also includes a run button, but I've found that actively needing to run, jump, and shoot with three separate buttons can not only feel uncomfortable, but be a bit overwhelming to the player. Other games have included a "walk" feature such as Chrono Trigger: you can run by default, but slow to a walk with the button held. Games like the Mario series map fireballs to the run button, but this can often lead to a lot of unnecessary firing.

    So... I'm curious:

    1. Do you believe run buttons are good in games?

    2. What kind of keyboard configuration that included both a run, shoot, and jump feature would feel more natural?

    Thanks! I'm interested not only in pooling ideas related to my own game, but also starting a discussion on an interesting component of game design to be sure.

  • Greetings to everyone here and it's so cool to see a lot of new game developers, especially with it becoming such a booming industry. The amount of support from this community is already evident and very encouraging.

    I've been developing a game for a few months but have yet to register here, though I've lurked the forums for tutorials and things. For several years, I worked in ROM hacking and am a former administrator from Super Mario World Central, which specialized in SMW hacking. I developed a couple hacks there which introduced me to making games, designing graphics and making levels, though I always yearned to create something myself from scratch. Now I've been using Construct 2 and enjoy it a lot. The project I've been working on will remain under wraps for now, but it's a collaboration between myself and one of my best friends from SMW Central who's composing the game's soundtrack. Other than that, I'm 21 and starting my final year of college this fall, focusing on high school education in English. It's great to be here!

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Moontail

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