jbr190's Recent Forum Activity

  • What do I get if I buy this?

    Do i get the capx file? Anything else?

    Let me know and I might buy. I will use my own graphics.

  • Thanks for responding. I realize I'm probably missing something really obvious but I searched and couldn't find anything.

    I spent a few moments made a big layout and got the character to walk. No loading times or slowdown. I'm just curious if anyone has tried it so I can commit to it without having to scrap a ton of work.

  • I've always wondered this. If there were any limitations. Say you make a 16-bit zelda game and make the layout 160,000 x 160,000.

    Do you think there would be any problems? Or perhaps a really long initial load time?

    For PC/desktop not mobile

  • Pretty awesome I can't wait to try out the latest (final??) version.

    Good work, one of the best C2 games out there!

  • Thanks! I thought I'd leave more detailed feedback.

    My feedback:

    -Level select from the start or unlocked earlier. As a player I couldn't get a feeling for how long the game was and there was no stopping after 3+ worlds. I couldn't tell when it would be safe to take a break or how long the next level would be. Is the ship hub supposed to be the end of the game or just a milestone to continue with what levels are added?

    -Options in main menu for full release

    -More content/levels/gamemodes(like time trial) for full release.

    -On the ship access my progress of collected secrets

    All the above feedback are just nitpicky and no big deal, personally I find the game is PERFECT except the difficulty spike below is the only thing I'd change:

    There was a particularly challenging part on the ice level that I think could stop a few players from continuing because of the sudden difficulty spike. There was a checkpoint before 3 screens of puzzles. You progress DOWN to get to the next screen. The first you had to jump (to the left) to reach the middle on top of a Crawmite and the jump activates a spikey-dude that falls to the (right) of you and enables you to go left and down to reach the next screen. The next screen is the large bounce-jump from left to right. The final screen is the puzzle with 3 spikey guys to trigger so that you can proceed.

    Individually these puzzles aren't too hard but for 3 screens you can't make a single mistake. And the 3rd and final screen is a puzzle you have to slowly learn after each death AND THEN get back to it to try again to solve it. I couldn't tell you how to improve this issue or if it's intended, perhaps another checkpoint so we only have to go through 2 screens. I love working through these screens though, it was challenging. But the difficulty spiked out of nowhere, did I access a secret path?

  • Just beat it.

    Wow! My new favorite game, will be following closely.

    I didn't notice it was a beta, I've seen 2D steam releases that are shorter than your beta.

    I originally had an idea for a challenging platformer in which the player can keep momentum by bouncing off of everything, then I stumbled on your game and you implemented exactly what I was thinking of. I will still proceed with my game and it will branch off in a different direction to become it's own creation. I'm not worried about perfecting the mechanics, but I can only hope it ends up with even a small fraction of the atmosphere, pacing, and polish of your game.

  • I don't have to learn cocoonjs or any coding for a steam release right? Win/Mac/Linux

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  • Absolutely amazing work. The only limits for C2 is truly your own creativity. I'll be checking in on your project daily.

    Oh and never regret the large scope of your game. Just as long as you are ready to put years in. There's really no reason your goals won't be accomplished. Surprise the world one day with that epic full release!

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  • I'd fund it. Features>Graphics

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  • First impression:

    VERY NICE UI, START SCREEN, AND SHARE OPTIONS!

    THE LOCATION OF HIGH SCORES ON THE SCREEN IS GREAT!

    THE LOCATION OF THE GAME FIELD AND HOW IT IS CENTERED IS GREAT!

    -I think MAYBE the collision on the back of PLAYERS car should be a little more forgiving, at least starting out. Most of my deaths on my first few matches were from switching lanes when I thought I was safe, but the back of my car hits the front of the passing car. I thought I was safe, that's why I turned! I think new players will have the same problem on the first 3 games and get immediately frustrated. But after 2-3 games I got used to it and from then on, my next 10 games and losses were from legitimate crashes into vehicles. So yeah, maybe a slight modification, or perhaps it's not worth it.

    -The arrows on the title screen seem like they would do something, but they don't.

    -I think a switching lanes animation will take the game to the next level and have it on par with the quality of the UI. I imagine something like [on left= change angle 88, wait 0.05, change angle 86, wait 0.05, change angle 84, ect. ect. until you reach 70 or 75. You could also do increments of 5 for less smooth animation. but importantly at the end of that series adjust it back to strait up 90, but IT HAS TO BE at a faster rate. So as a result of all that, your car ends up with what can be described as a 'Swurve' or 'quick turn' animation. I'm still a noob, but that's how I would do it. It's just a quick smooth SUBTLE animation but it adds to the polish, and your game is no longer 'Press left to TELEPORT into the next lane' -Another subtle animation to trigger on either only the player car OR both the player car and the car that was wrecked into. I would simply take the sprite into photoshop and make 3 or more iterations. First slightly damaged, second more crunched, 3rd destroyed. So together it becomes a little animation. To have the crunching effect maybe you can add 'cracks' to the car at 50% translucency and skew and resize the front of the car to make it more and more 'flat' for each frame and the end frame your car is 60% of it's normal size since it's crunched up from crashing. So you make the animaton trigger in Construct, and just add 'wait 0.5' seconds before destroying both sprites and maybe another 'wait' before making the explosion happen. Anyway, cool game. I think we have something in common that we both have those clean UI skills before any game making even comes into play.

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jbr190

Member since 9 Jul, 2013

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