Anonnymitet's Recent Forum Activity

  • Nice to see the game on Steam. I voted yes I would recommend to remove the android and ios logos at the end. A lot of people hate mobile ports on greenlight and press "no" just because of those logos no matter how good the game is.

    So better to leave them out when trying to get greenlit. My friend had a game on greenlight with those logos and got a bunch of no votes and when he removed it the no votes percent was reduced greatly.

    So just my advice Anyway good luck. I know you'll get greenlit it is just a matter of time.

  • The controls seemed tight and the game was fun, I am really not sure what more feedback I could give you apart form keep up the good work.

    Thank you. It is just an early prototype but I want to get the controls right early in the development and avoid floaty controls

  • To be honest I went into this thinking that I wasn't going to like it. With that being said, I really enjoyed it a lot! When I finished the level I found myself wanting to play more. The way you have the obstacles set up is exactly how it should be done in games like this. Your image memory is quite high and I'm not sure why for such a small level. Are you using a big background image rather then tiles? That may be something to look into moving forward. Also, I'm not really digging the art style of the player character. IMO it doesn't really fit with the rest of the art (which I think is great). Good work so far!

    Thank you for the feedback. Glad to hear that. This is just a level to try out traps. I haven't put any effort into the placement and level design so I'm glad you liked it anyway

    About the image memory I also wondered about that. I use tiled backgrounds for almost everything and no art is scaled. The biggest image I have is the background which is a 18kb 96x96 pixel png before being imported to C2. So I have no idea why it is so high. Maybe the imageusage expression that C2 returns should be devided by 10 or something?

    The character is just a placeholder and I haven't really settled for the look yet. Just like my other game on Steam this will have a lot of characters to choose from so I'll experiment a bit more with the design.

  • Added more blood particles and water obstacles today. If anyone has any ideas for fun traps and obstacles for a multiplayer platforming racing game then let me know

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  • I'm working on a new multiplayer game and have been playing around now with the controls a bit. So I would like to know what you guys think about it. This is just a test level so there isn't much yet but I hope you can get a feel of it anyway.

    How are the controls?

    What do you think about the art style?

    How does it run on your computer?

    I would greatly appreciate your thoughts <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Try the test level:

    http://frozendev.com/prototypes/party19/

    Controls:

    WASD = Move and Jump

    T = Tackle and Ready button

  • Have you changed them? If so that might be the problem

  • If the keys you have set are still the same and you haven't changed the project name then all saves will still be there after the update. Never been a problem on any of my mobile games.

  • Does that work? (change the created object and the layer to the correct ones in your game)

    On tap should also work if you set it up the same way

  • You can use this formula

    distance(object1.x,object1.y,object2.x,object2.y)

    That returns the distance between object1 and object2 which you of course change to the name of the objects in your game

    But you can use line of sight behaviour or a "is overlapping at offset" condition to see if the player is in distance as well. It is easier and might be better.

  • That is how you set a text to the layout name on start of layout. No need for every tick if it only should show the layout name.

    So set text to > system > layoutname

    No need for "" or anything else

  • Great job Patrick!

    But I wish you the best of luck and I know that we will see platform golf on Steam soon

  • You can use a platform bahaviour and on collision with ground > simulate jump.

    Or is on ground > simulate jump if that works better.

    This will make the character look like it's bouncing as it never stays still on the ground or object you want to be bouncy.

    But this is just one of many ways of solving it without physics.

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Anonnymitet

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