Biim Games's Recent Forum Activity

  • Hi guys, I have a work in progress game: The Outermost Bastion. It is currently on early access and I am working in these days at version 0.8.1. Online you can play one of the old version (0.7.4) via browser. The early access let you currently download the 0.7.6

    Here is the link of the game: http://gamejolt.com/games/the-outermost-bastion/134472

    If you want to follow the game on Facebook, this is the link: https://www.facebook.com/theoutermostbastion

    The game requires mouse + keyboard. There's an option to use gamepad as well but it is recommended to use mouse + keyboard.

    Thank you!

  • Hi guys, are Game Jam entries good to use on this list?

    I have made so far 2 games + my game studio website until now. My main game The Outermost Bastion is currently under development, while 64 x 64 UFOs has been created for a jam as break from the main project. The jam was 2 weeks but I could give to it only 15 hours to complete the game, I am pretty happy anyway about the result considering my skill of that time.

    The Outermost Bastion in on early access, I am currently working on the version 0.8.1 but you can have a sneak peak of the game playing the 0.7.4 via browser. The early access let you currently download the 0.7.6

    Here is the link of the game: http://gamejolt.com/games/the-outermost-bastion/134472

    If you want to follow the game on Facebook, this is the link: https://www.facebook.com/theoutermostbastion

    The game requires mouse + keyboard. There's an option to use gamepad as well but it is recommended to use mouse + keyboard.

    64 x 64 UFOs can be played here: http://gamejolt.com/games/64x64-ufos/200076

    The games require mouse but might work on some mobiles.

    My website is actually made as game. It is still in Alpha version but currently playable, entirely done with Construct 2.

    You can have a look at it here: http://www.biim.games

  • I have created a new customised loading screen for my game studio http://www.biim.games (website still in alpha test).

    I am going to use it for all my games and my website.

    What do you think?

  • No, not yet but there's a link for developers at the bottom of the page. Something that Scirra should use to contact them and ask about SDK and other info.

  • So, it seems that Atari is coming back on the market with a new console. Does anyone have any news to see if C2/C3 would be able to export on that?

    http://ataribox.com/

  • Ratmaster Thanks I will think about it, I am trying to solve another issue in the meantime and then I will go back to that

    Yes, the trees can still be knoked down but the more trees you hit the more it slow down the boulder and the largest tree slow it down much more. In the new version the boulder might stay easily in the battle field and you can hit it again with another one making them crack and scatter around pieces of stone that injure enemies (and friends too). Also the catapult now works differently, the more you hold down the attack button, the more it flies up and then only when released it starts to follow. This let you avoid to hit some trees or attack enemies far away.

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  • Hi transient, are you still here?

    It is funny I am running in the same problem and I made my website with C2 too. What a strange coincidence!

    At this stage if the visitor click the door, first the door opens and then clicking again the link is open in a new tab. I had some feedback from people testing it and they would prefer a more immediate action, so I was trying to let the animation of the door opening finish, add a delay and then launching the link. This would avoid the second click but if I do so, no matter how hard I try calling function, using supporting variables, verifying the end of the animation, nothing. The pop-up wins (tried both on Firefox and Chrome).

    Did you give up or do have you found a solution?

    Thanks

  • lennaert and Ratmaster thank you for your feedback.

    Don't worry about pointing out the problems, since this is what I need, otherwise what's the point of this forum section?

    I will work to increase a faster first impact impression and trying to bring people faster to player's creation and battle explanation

    About the battle system, would you prefer to have an active direct control of the battle as an arcade game or do you think a RPG chance is better (similarly to how it is now)? At first I thought about giving just speed to the player and let him dodge the enemies, then the idea changed preferring to give prizes for visitor that actually visit the various game, that's why I added the RPG style. So the option now is to be more a action/RPG where the player maybe have to click on the enemy to attack it or just let the CPU roll the dice for you.

    What do you think?

    Thank you!

    About The Outermost Bastion, I am working in a new version were trees have different dimensions and resistance towards boulders. Now the first NPC are coming in play and getting some of them change the cost of give different advantages. For example the first one reduce the cost of cutting to only 1 resource point. Cutting the right tree is important according to the strategy but it really depends how the map is randomised. It is meant to be an optional resource to use, not a step that must be done to unlock something.

  • Ratmaster thank, I have plans to do other improvements but I am still waiting to see if other people leaves more feedback before progressing. How is your experience with battle and player creation? Is it clear how it works? I know I have still to improve and there are some bugs as well.

    I am glad you like The Outermost Bastion

    About the difficulty I try to follow this scheme as normally is used in most games to create alternation between challenging moments and powerful-feeling moments.

    The difficulty also depends on the randomisation of the levels and the upgrades that you have done until that moment. Finally the first 20 levels (the one you can play) are meant to be a sort of tutorial, while after you move on on different territory and will have to start from zero, having new enemies and different upgrades.

    Thank you lennaert, yes at this stage I am running the game at that speed for 2 reasons:

    1 - Give time to the occasional visitor to understand how to move and that they are in a website game and not a normal website. Otherwise they might just die straight away continuously.

    2 - During the visit you will have to create the character at the first location, there your characteristics are rolled and the speed can go up a lot. Even a just single +1 gives lot of difference. Also in the games there are drops and secrets items giving different bonuses, included speed raising.

    Did you manage to create your character or you just avoid the mushrooms and moved until the end of the stage without visiting any location?

    EDIT:

    Sorry, I don't know if it is possible to resize the image. Here is a link to see it properly:

    http://refractedpixel.com/indiedevstories/wp-content/uploads/2011/03/flow-channel1.png

  • Oh, by the way guys, the website is supposed to show more/less according to the window size, I want to play with this function more later on. This will help you to peek some areas and avoid some enemies attack in the future.

    Try to resize the window, it will also make the game faster.

  • I have increased the starting speed by 50%, now you should be able to survive longer the mushrooms

    If you don't see any difference, you might have to clear your cache memory.

  • How did you post this website online?

    I bought the domain and exported the game as HTML5, then just put everything inside the main folder with a FTP software. Usual things as you can do with a normal website.

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Biim Games

Member since 4 Jul, 2013

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