c13303's Recent Forum Activity

  • In a near supercorporated dystopian future, a scientist check a growing cyborg in an aquarium.

    "Hmm, this one is affected by some strange cancer ..." he says for him self, reading the data. But suddenly the cyborg started to move, unplugging all cables, as the scientist don't believe his eyes and stays frozen by panic. The cyborg makes a step toward him ....

    (Updated)

    • - - - - -

    Original Start Post

    Mechanics :

    Here's my third big attempt to make a big game with Construct 2, an action RPG that basically mix some 2D Fighting with Timing (inspired by Samuraï Shodown, Dark Souls) and adventure (puzzle combat situations, Bosses, equipment, storyline) (inspired by Wonder Boy V, Flashback, another world). The combat mechanics are really the primary objective of this first prototype.

    Storyline

    "Jeanne" is a cyborg based a female character out of the common style, she's more fat, she's dead and has been changed into a cyborg, she's not a pin-up, she's infected by some curse and she's pregnant of a demon at the end.

    GFX and Sound

    I started to work on a very simple and clear atmosphere with placeholders et minimum GFX to set an idea of an atmosphere. A lot of assets are just rip from the internet so far. So yeah, it's a bit ugly for now, and it's not intented to stay like that. At least, not that much, because the style will however be a bit "dirty" like B-movies.

    Sound FX are from freesound.org and reworked in audio software. I'm doing the music myself.

    Characters are made using Spriter, I love this stuff, very usefull to quickly create light-weight animation. I also get some help from my brother, animator.

    I need help !

    Mostly for testing ! Playtesters will rule how the game feel and gameplay will be tuned. That's why I'm willing to publish some prototypes and would really appreciate to get some feedback. Here is a little form you can use to be harsh with me

    • Did you have any problem understanding the commands or with the controls ?
    • Did you find it easy, hard, too easy, too hard ?
    • What about the global speed / rythm ?
    • Any bug report is welcome !
    • Did you had a bit of fun ?

    And any other personnal word will be taken very seriously.

    Thanks a lot for reading and for taking the time to test it. I will soon post some prototype !

    Charles

  • WOw ! This Baldur's child already looks super amazing. That must be tons of work ! I'm sending you good mental vibes to help you find the force to make it until the end ! Or to find some help if it gets as serious as it looks like !

  • Hi !

    I'm using Spriter with Construct 2 and I am really, really happy with it <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" />

    However I'm facing a problem now :

    I'm just trying to put a step sound on the right frame of a walking animation.

    On a classic animation, it's quite easy to guess the frame number and apply a sound on it.

    On a spriter one, that's a different story ! I noticed that a frame count is made, but how it is done ? It seems unrelated to the timeline we can see in Spriter (usually 0-1000)

    Is there maybe a way to apply "triggers" (by replacing a sprite on a frame, for example ?) in the animation, so Construct 2 get a signal to play the sound ?

    Thank for your help and for your work !

    <img src="{SMILIES_PATH}/icon_cool.gif" alt=":cool:" title="Cool" />

    EDIT : they actully answered to me and here is the tutorial

    youtube.com/watch

  • How do you connect parts to the body ? Pinning ?

    I'm not sure Construct automatically connects pinned sprites to their mother in an event.

    I usually create a variable (like mother_id) to make every Sprite remember who's his host.

    When the body is destroyed, be sure to catch the right sprites using a condition "sword with father_id == body.UID" BEFORE you destroy the body.

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  • I manage a big level quite good with tilemap.

    Now I want to make a new level.

    But when I drag the "my-tilemap" object, it already has all the content of level 1.

    I want to clear the tilemap, but I can only do it 1 tile per 1 tile ! That will take ages.

    There's an object to fill with a selection square, but I can't find one for erasing.

    Am I missing something ? Is there a way to achieve it ?

    Otherwise I'll have to make a new tilemap with the same image, and replace all events related to the original tilemap ?

  • Shitrain is an art game full of flaws but actually totally playable. After 2 years working more & less on it, the project is now completed ! No perfect, and no real ending, but it's time to move on and make another game with what I've learned.

    I've made a longplay to show most of the content on Youtube:

    youtube.com/watch

    I also released the soundtrack

    demorgen.bandcamp.com/album/shitrain-ost

    playable on gamejolt

    gamejolt.com/games/shitrain/47906

  • I got sometimes strange FPS drop on some monitors (I had huge drops on my 2nd screen). I recenlty reset my win7 desktop (deleted user, created another one) and it fixed the problem. I didn't understand what's involved in that (drivers ? monitor ? third party software ? browser ? )

  • Hi, I've been using C2 a lot for 3 years now, and I'm loving it A LOT ! Working on a point&click on it right now.

    I wanted to report the lack of position save of the tabs

    Through different installations on different computers, the problem remains : the tabs position is not saved when I quit, when you're using split screen (one tab docked on left and one tab docked on right, for example I dock all scenes on left and all sheets on right) their position resets at the next startup and everytime you start to work you lose your organisation and have to spend time to reorganize. Which is a bit annoying and I'm sure, pretty easy to fix.

    (It's just with the tabs, all dialog windows, floating or docked, are correctly saved)

    Is it me ? Is there a feature I didn't get (I swear I searched ! ) and could you explain to me how to fix ?

    Or if not, don't you think it should be a very usefull feature for a professionnal software ?

    Thanks

    Best,

    Charles

  • So In the end, I've put the "alpha" on Gamejolt to get some feedback - didn't find any, though - but THEN I got my brother, who is a dedicated gamer, who did it. (for some reason it's been like impossible to get some feedbacks from the internet .. maybe the GFX are too weird, maybe it's too heavy to load, maybe a combination of that, anyway I figured out many flaws to work on)

    gamejolt.com/games/adventure/shitrain/47906

    Feedbacks

    It appears that I've made many content, but since the tutorial / game design / gameplay aren't fine, players use to see 5% of content (before being blocked)

    Besides that, the GFX are really strange and collages may look "it's not serious it's just garbage" but it's not the point, so it would require some really fine polishing to make it a bit more accessible. But since my brother now work with me, we'll upgrade the GFX in general.

    Anyway, most important we noticed what could be wrong with the gameplay :

    • Path aren't clear. People may not understand where to go after the 1st boss ... Levels are too open, I should close some ways, put some directions ...
    • Gameplay is too slow. The "sword slash" / "dash" attacks should be quick and reactive. My strange angle thing with the sword is confusing, it should work in another way. The Flying rotation with mouse wheel : nobody understands that at first. Maybe I should change that.

    But he thinks there's good potential, and that the atmosphere is great.

    So it seems that I've built an alpha from a "wrong" prototype, then I have to work again on prototype, then adapt the content to it.

    But I'm not afraid, this is also a learning project, so I will do. Let's meet again in 1 year ...

    What I've learned

    Don't put content in your game since your prototype isn't good, not just for you (unless your judgment is really accurate but is it only possible to be objective ?), but for third-party testers

  • I've set up a browser version here : webmecano.com/shitrain/alpha_web

  • Hi Everyone. I guess it's been more than one year, and I've published an major updated alpha version of the game.

    A lot of things have been enhanced, new levels, new story elements, new weapons etc. It's almost a beta version since I think there's enough content for a first episode, and it would mostly require some gameplay balance & stuff,

    But I still want to add a last major update with a time factor related to the flood, inviting the player to find a way to finish the game the quickiest possible. Then, the 2 last bosses aren't finished as well (especially the final boss that doesn't look like my mother enough), and it lacks an ending animation.

    Since I can't work all year long on this, I'm doing another break so I can get some feedback to use for my next and hopefully last work session on it. !

    Thanks for those who try it <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";-)" title="Wink" />

    "Teaser"

    vimeo.com/118346421

    DOWNLOAD (190mo) : webmecano.com/shitrain/beta1

  • Amazing character design and animation, it really looks professionnal. I personnaly didn't notice the pixel effect, and didn't get a "retro" feeling in mind watching your animations.

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c13303

Member since 1 Sep, 2013

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