notnsane's Recent Forum Activity

  • Well, I did it. I love Construct. Here's the Paster event. Don't forget to change the Hotspot on the Paster object.

  • Bump for the imothep question, I'm really interested in that.

  • Any help appreciated

  • I dabbled a bit with the 4 player splitter by valdarko:

    Now I want to do this with Paster since it seems it's the way to go, right?

    What I need to do, is switch the cameras from the example, to this:

    I already did in valdarko's example by modifying this:

    Though I cannot set the resolution I want (1280 X 720), it's always broken.

    For now, I'm trying to "port" this to Paster, though I barely have any idea of what I will be doing, so any help with be very, very much appreciated.

  • anata pressing "S" does nothing on the demo =

  • Just arrived here, this is excellent, great art style, but has some design issues.

    First, as everyone mentioned, the game isn't intuitive at all. And forget about that Controls screen. You need to design a whole level (or several) explaining the mechanics of the game. While I like to discover mechanics, some of them aren't intuitive at all. I'm using a gamepad, besides.

    One suggestion could be showing the (A) button when you're on top of Junk, so the player knows he can scavenge it.

    You can also throw some text hints on the HUD (per example, when you've got enough Junk, you can show a text "Now you have enough to build your first turret, that will kill those bastards!")

    You can imagine the rest, let the game teach the user, not otherwise.

    Another suggestion might be take care with the language. You're doing an art style which is a bit "childish" (just a bit) so when the character says "FOCK OFF" it's a bit dissonant. Either balance the language or the art (I'd say the language is easier =P)

    But then again, I can see the scope of this game, and I like where it's going. Good luck, mate!

  • Hey mate, wanted to report (again?) that the zip archive is still broken. No probs with the stand-alone files. I'm using WinRAR.

  • Hm. It might be capable of, but expect to put a couple years of work just for creating the game and minor polishing. I'd say go for Unity3D, should have more tutorials and all. You will need a dedicated programmer and also a networking programmer, besides artists and other stuff.

    But really, don't start that high, for MMORPGs you don't just need to know how to make it, you need to know how to balance and how to create pull and constant interest for it. And for that you need a top notch game design background that includes psychology and a bit of economics. Well, you can always hire a game designer I guess.

  • Biilmann or any other around - how reliable is this site? I might start to use it on the future, it looks really good. But looks can be decieving

  • Lowrez jam dates changed to end of May http://jams.gamejolt.io/lowrezjam2014

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  • No idea what your game is about, but:

    Sand particles, slower movement for hero, small screen occlusion via brown filter, small sandstorms (with slower movement), more brown color everywhere... just go watch some clips about desert/sand and you will find enough ideas.

    Also throw in some Kyuss or Black Sabbath songs (?)

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notnsane

Member since 21 Nov, 2013

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