jobel's Recent Forum Activity

  • Hi,

    I just wanted to create a topic and central location for the BEST versions of all 3 (NW, C2, Greenworks) that currently work.

    I'm still using NW 0.10 So currently I don't know the answer. Can someone help me get started?

    I'll try to keep this thread updated.

    Thanks!

  • bloodshot I don't have the capx anymore, but I think I can make one up tomorrow..

    basically you want to always make sure you are moving the tile only by 512 (or divisible) that way there can never be a gap or is the movement seen. but if you mean your player is reaching the edge before you move it then you need to increase your tile size.. so instead of 512, you'd need to make it 1024.

    The other issue is to make sure the tile's starting position is already at a 512 or divisible x/y.

  • I actually don't have an Xbox yet and my game is in early development so I haven't worked with Visual Studio yet.

    what exactly needs to happen with Visual Studio?

  • great thanks for posting... keep us posted on how it goes..

    how far along is your game?

  • I agree stability is the most import thing since NW always has to do with deployment.

  • good job everyone.. jams are a lot of fun.. and a great reason to try something new..

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  • jobel Yeah it's another thing I went back and forth on with the inverted controls but my playtesting found that people liked it more that way.

    no I'm not saying it's no good.. just saying it's a new layer of difficulty that you may want to introduce slowly.

    It's not intuitive that right becomes left just because you are upside down. The "easy way" is the player thinks "I want to go left" so they press left, being on the floor or ceiling shouldn't matter. If you play Ibb & Obb (http://ibbandobb.com/) reverse gravity is part of their core game mechanic and its seamless when you are upside down - to go left, you just hit left, upside down or not.

    Also I would ask your players why they think the inversion works. Because that doesn't totally make sense, unless maybe they are looking at the way the player is facing? or do they actually know which char they are controlling? Usually the only cause for stick inversion is something like air-plane control vs normal directional.

  • looks great so far..

    I got to chapter 2 and noticed a mistake... (not sure if it's on purpose)

    when you reverse the gravity and your guys are upside down you invert the stick control.. that's not intuitive.. I'd recommend keeping the stick doing the same movement even though you are on the ceiling... I think it just makes sense to do that when controlling 1 player, nevermind your game where you control 2. What ends up happening is that since you invert the controls, you end up thinking you are controlling the other player.

    If you were going to do such a dramatic thing (invert the stick) I'd make it VERY clear, and introduce that mechanic slow. And that would be a very advance challenge...

    otherwise great!

    the music is a little repetitive.. I liked it better with no music.. but that's me.. I'm a super snob when it comes to game music. I hate mindless loops. btw the music currently does NOT loop seamlessly which makes it that much worse.. there's a small space between then end and beginning...just needs to be cut currently.

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jobel

Member since 27 Jul, 2013

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