Dannyzigg's Recent Forum Activity

  • Damn, actually a really interesting game! I am working a similar sandbox type game with changing game styles, I like your shooting sections however it would be nice to aim with the mouse. Easier obviously but you could increase the speed, even a controller would be nice.

    I like the art style, very unique.

    Few grammar mistakes in the dialog though, and the speed of the text boxes really needs to sped up or have an option to go to the next.

    Great game though was a lot of fun!

    Your dropbox link is dead btw

  • Wow looks real good, like always :p

    For a few seconds I didn't see your name as the poster and was like "WOW someone totally just ripped of his game!"

    Voted on steam for ya

  • This. Is. Awesome.

    You're awesome. This helps a lot! So much easier than reading eight different tutorials! :)

  • ome6a1717

    I could really see this as the next big construct game man for real, could even see this getting through steam greenlight no problem!

    As far as my collision issue, you're definitely right2 Can always dash away ;P

    I think a simple work around on your end would be collision detection for the fireballs. Make a little invisible box that is always on the opposite side of their current direction. When overlapping the player sprite set the fireballs direction toward that little box for maybe .8 seconds, then back toward the player. This would emulate the Boo behavior from the original super mario world where they kind of orbit mario after striking him.

    If you composed that song yourself it was really well done! Can't imagine you would have nay trouble mixing up a few more :)

    Really excited to see this game grow!

  • WOW! Amazingly well done so far! The dash mechanic was really cool I liked how it worked! I really liked the music and art style too, managed to get a dark castlevania style atmosphere.

    Only thing I noticed was was some collision issues, like those fire ball enemy things kind of stick to you when they hit you.

    Also as much as I liked the music, you may want to consider more than just one song :p

    Do you plan on expanding on the mechanics anymore? The dash is really cool and you seem to be innovative in the mechanic field, so just wondering if you plan on adding more.

    Really cool game though, going to be following this one closely.

  • Ashley

    Just to throw in two cents, I get several crashes in C2 and I noticed it's usually when switching between different system windows, like if I finish editing a sprite then close the window, the whole program will crash sometimes , or if I switch from events to layout screen. IT's rare enough to not be a serious off putting issue, but enough that I save pretty much before clicking anything.It seems like CS2 does sort of "secret loading" in the background after some operations and if you overload it during that process it will crash...if that makes any sense.

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  • Heh just trying to keep you positive! Keep up the good work!

  • rho Hey now I hadn't thought of that! That could be an option, just a bit tricky like you said :p.

    I guess my big problem would be getting objects to move freely from one layout to the other, which would be possible with your method just a lot more work around.

    Given me something to think about! I am just really curious if anyone has done something like this in construct and the general way they did it.

  • SO I was considering doing a sort of sandbox environment with a game I am working on. I have no intentions of going to a mobile platform so that optimization is of no concern to me. I am not quite sure though on what would be the best method to go about it.

    Right now I am thinking of making one big layout and filling it like a jigsaw puzzle. Reason for this is I have a bit of a game world that I would like to persistent.

    I though of doing each "Puzzle piece" as a different layout for optimal memory usage but I am not sure how I could have that piece persist when the player is not active on it. I know I can save it's last state when the player leaves and reload it, but it doesn't really give a living world feel if you leave that section for ten minuets and on your return everything starts going from it's last spot ten minutes ago.

    I am trying the first method right now and it's going pretty well, I am having a lot of unnecessary sort of static objects destroy or shrink when the player is off its screen. I just want to make sure I am not going down a bad path once I add more to it.

    Has any one attempted a sort of living world before with construct, and if so what's the ideal method to go about it?

  • Well you can call me Danny Zigg. I have a passion for games yet never really found one that lived up to my expectations, so I set out a long time ago to make m own. Unfortunately I don't have the time to dedicate to learning a complex code language, and after trying a few alternatives I found one that fits for what I need perfect with Construct 2. Already started on my game and am picking it up very fast, I look forward to giving some contributions to the game community in the near future!

  • Well it's definitely a gross game :P

    Not bad though, good level of challenge most of those kinds of games dont have, good art style and all that too!

    Only thing is I feel like the hit detection could be a bit more generous, especially for a mouse based game, there were times when my cursor was just SLIGHTLY to the right or left and it didn't take it, became unfair as the game gets faster.

  • sman118

    Really great progress so far! Had a lot of fun throwing that green guy around lol. Noticed a number of bugs, but I am sure you are aware of them.

    Excited to see when you get more out!

    My only concern would be with the art direction of the hero, might run into trouble with him looking pretty much exactly like Superman if you try to produce the game in any fashion.

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Dannyzigg

Member since 23 Sep, 2013

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