ajgames's Recent Forum Activity

  • Looking nice so far. I'm a bit curious how a 4 player game would work on a small device... 4 people tapping on the same screen?

    That pretty much sums it up. But since each player controls his character with a single button, it doesn't get too messy. Still, tablets might be better for this one

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  • Just updated some info on the game. We only going to have 4 players now and Story Mode IS happening. I've wrote a short story about one of the Pirates on the game with a very fun approach. I'm very happy with it and think it will add a different feeling to the game. Obviously it also means production will take longer Nevertheless, Brawl Mode (That is what I'm calling Multiplayer) is almost ready, just some polish left.

    Here I let you some screens. Character Select and Stage Select, from the Brawl Mode!

  • I know pretty difficult to do be multiplayer across devices would be great.

    Oh that will be great definitely. I'll never try the multiplayer object so it will be a challenge no doubt.

  • Pocket Pirates! is an action platformer about fighting your friends and stealing their gold.

    In Pocket Pirates! Up to 4 players fights each other in crazy fast battles across 6 colorful stages. Your goal is to collect more gold coins than your friends, grabbing weapons from treaure chests to help you protect your booty until the end of the match.

    The more you play, the more weapons and stages you unlock. Crazy weapons as the Crab Rider or the Hurdy-Gurdy are hard to get but will made the battles even more fun.

    In Story Mode, you get to play a single player campaign, jumping on the hat of legendary buccaneer Captain Jota Flint, as he sail the seas looking for his missing crew, finding himself trapped in the middle of an unexpected and bigger conflict.

    Pocket Pirates! is the product of over 9 months of work. I have made several web games before, including A Pretty Odd Bunny, which was featured on Gamejolt and Newgrounds. But this will be my first fully fletched PC release. I have worked on it with a single goal in mind: Making a fun little experience for everyone.

    After this time, I think I'm getting close to complete it.

    Main game have:

    + 6 Stages

    + Over 8 weapons to unlock

    + Full gamepad support for local multiplayer action

    and Story Mode have:

    + 11 Chapters

    + A fully fletched story inspired by classic pirate tales and fun sea adventures.

    + 10 quirky Boss fights with individual challenges

    + 2 Mini games

    + And the possibility of more tales starring the rest of the crew.

    Gameplay in Pocket Pirates! has been designed to be fun and fast. I have been a fan of old school nintendo two-players games since I was a child and I wanted to create a love letter to those classics without going the fully retro route on it.

    Pocket Pirates! is not a revolutionary game by any means, it doesn't have outstanding graphics or an unique and addictive gameplay (Well, maybe a little addictive but not the most). Nevertheless, this is a game made for pure love and passion. It is meant to give you a compelling single player experience and also a place to have fun with your friends.

    I hope you find this little adventure interesting and I hope to see you soon with more updates. The goal is to put something playable in your hand in the near future.

    You can watch the trailer here:

    Subscribe to Construct videos now

    and some gifs with the newest graphics (Looks a lot better!).

    Game Feature (So far):

    * 6 Stages with individual game-changing environments

    * Multiplayer Action - Up to 4 players locally

    * Full Gamepad support

    * Unlockable Weapons and Stages

    * Full platforming adventure for Single Players

    * Slightly historically accurate SFX

    * And... You get to ride a Crab!

  • Keyboard is working , dog wakes up and looks like it's walking but it's stuck in the ground.

    It's really weird. Just check it here and it is working fine. I can send you a new file. Let me know your email. Mine is

    Forget to ask, are you having trouble with the capx or the exported game?

  • I downloaded Construct 2 yesterday and bough this Nevado for my first practise game.

    Did not had too much time to look out what was the problem, but the dog is stuck, it's not moving.

    When the game start, the dog is sleeping. You have to press the UP arrow for it to start running. Let me know if that help.

  • A Pretty Odd Bunny

    http://www.newgrounds.com/portal/view/654116

    3,000 - 5,000 Plays

    Featured on frontpage!

  • Please add a demo

    Hi there, I haven't made a demo for this one, but there a trailer which should be helpfull

    http://otrora.itch.io/nevado

  • Hey desjardins2014 and , sorry I haven't responded yet. I can't do a tutorial right now because I have very limited time to even work on my own project. Hopefully I can lead you in the right direction though. For hanging on the platform, I just test for overlap at the top of the player’s collision box with the jump through platform. Then I switch behaviors to 8 direction and do some fixups to make sure the top of my collision box matches up to the jump through platform. I don't think it's necessary to use the 8 direction behavior, but because I have some other wall climbing abilities that use it, it made sense for my game. To climb up, I just move the player's collision box up until it isn't overlapping the solid anymore, then switch back to the platform behavior when the climbing animation is done. Hope that helps.

    Thanks for taking the time! That seems tricky but is more than enough. Good luck with the project, it is looking pretty good.

  • Would love to see a tutorial on the whole cliff hanging action - how is that accomplished?

    Same here, that will be helpfull. A tutorial or at least a comment to light up the way

  • > Very very nice!

    >

    > Not the same as per your link, but here is my feedback based on pics here.

    >

    > I like what you have, one small suggestion, the leaves overlay at the bottom and sides of the screen is distracting it takes away from your toon. The leaves at the top is nice but where it merges in the center looks not so nice. I'd make one solid strip, or a tiled strip with no visible join area.

    >

    > Other than that hat off, you rock!

    >

    Yes, it looks very nice, and I agree from an art-perspective that leaves in the very foreground are distracting with what is in the game (partially because they are the same color). If you really want them in there I think it would look better if they were much, much darker almost forming more of a dark silhouette. But otherwise good job!

    The leaves were a later addition actually. I wanted to give the impression as if we were looking through a window or some sort of frame. I suppose they did came out a bit distracting.

    Thank a lot for your comments, I'm not a graphic designer, so these tips are really helpfull.

  • This would be my third Ludum Dare in a row. This time I created a game where you have to take care of a plant during the day and protect it from insects at night. How does that sound?

    http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=32989

    As the theme was Entire Game on One Screen I wanted to integrate as many features as I could, so the game contains the following:

    -Day and Night cycle

    -Breakable Bridge

    -Vines

    -A Growing plant

    -Monsters that come at night

    -Melee attack

    -And a few surprise guests.

    Give it a look if you have a chance. It is always helpful to have the feedback from the community that knows Construct 2.

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ajgames

Member since 11 Jul, 2013

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