SharpedX's Recent Forum Activity

  • I hope you saw the new version . Back to topic on hand...

    My nephew said ,,AAAaaaargh! quite a few times while playng it because the mouse moved out, but he liked it, a lot. He was playng for 10 mins straight and even then I had to kick him away, so I could work on with my backdrop props.

    Tough the problem has become clearly visible tough, I cant update the game without causing some bugs on the website. Namely the play counter, which freezes if you update your game version. So I will do this, instead of updating the demo, I will see if I can implement this feature into the full game, and make the mouse reappear while pausing or going to main menu, or I will just add a crosshair which will have a quite low opacity, but since the player would still notice it, it wouldnt go out the game that easily.

    Thanks for helping me figuring this one out, Katala!

    I noticed my game play counter froze when I uploaded a newer version. Not just that, also I cant change the name of the game nor the description which is displayed under the game on the game list on Arcade. Tough when I klick it on the game and it opens the page where the game is and the description changes to newer one.

    Please delete my game and I will upload a new game with updated information and name:

    http://www.scirra.com/arcade/addicting-action-games/13937/game-mechanic-prototype-10

    Thank you in advance!

  • Same problem here. Using Firefox`s newest version. Window is working fine, just the most games freezes when I start using the controls. Not my game tough, which is kind of a relief.

  • Just left and right on x plane? Correct me if I am wrong, but do you mean, physical mouse movement speed on the table, correlates with the turret turn speed in the game, so the mouse wouldnt pop up out of the game?

    Actually there is a another way to improve the existing aim. I make the optical red laser line brighter and 50 % longer.

    Just tried out if It would interupt the game if I klicked outside of the game while moving. If you hold a another key down, you are in control, but if you only klick a mouse outside of the game window, you loose control, until you move the mouse back into the game again and klick. But for me, it doesnt happen just naturally, I dont move the mouse out of the game window accidentally . But I know who would, I will let my 11 year old nephew play test it out on Arcade. Then I will take a look how he manages the controls and see what needs to be changed.

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  • I removed the mouse a few versions ago, and replaced with a optical red line and made the gun auto-fire, in order to make the aiming harder but once firing it encourages you to keep the firing line on targets. But since not many people have played the new version, I honestly dont know some things until someone has played it. So, thank you for telling me.

    There is a downside adding the reticule at mouse. It forces you to look where you exactly shoot at, creating a slight tunnel effect. Meaning, you do might loose sight on your own movement and the movement of the character is the main feature right now.

    That being said, if you want, and have a valid counter argument, I will add a reticule at mouse.

    Or if someone else says, it is impossible to aim (not hard, but impossible ), I will change it immideatly.

  • This demo`s genre is sidescrolling physics shooter.

    A simple, yet maybe addictive demo for my game that I am currently making.

    The demo showcases:

    +smooth movement thanks to Construct 2 Box2d web physics

    +1 Enemy type with a spawner - Spark mark I airborne drone

    +Just one layout, for the sake of simplicity

    +survival game mode

    +very simple level

    This demo will remain on Scirra Arcade. I will probably update it sometimes or maybe on a player request to fix bugs, but my focus is mostly already on the final game.

    But, here you go:

    http://www.scirra.com/arcade/addicting-action-games/14066/spyro-demonstration

    Updates:

    2.1

    +Colors, textures of sprites are visible now

    +reversed value of backdrop (darker) and foreground (lighter) and action layer

    +bigger red laser aim

    2.11

    +score font color value made a lot lighter, so you would actually see how much you got if you died

    2.2

    +First custom sound effects, made on http://www.audiosauna.com/studio/

    Edit: new upload, old upload will be deleted, I hope.

  • 1. Find a way of approach making your game first. This is what I do. I open a paint program. I have a graphics tablet, so it is easier to brainstorm ideas and ways by just scribbling down what I want, and figuring out how they interact with each other, but a plain notepad works also. I write down a bunch things down that I want and scribble a ,,?,, behind. Then I look what I have scribbled and try to figure out the pros and cons and if I know the things can be added, and they do not conflict with each other. If the idea sounds plausible, I tick it.

    2. Look threw Scirra`s Arcade examples, and if the example has what you want or you think it could be used, download it and see how the events go(if you are having trouble making the events you want). There are many and awsome guides that this community has written down. So most likely you will find a lot in there also. There is a 3rd source also, and it came with Construct 2. It took me a while to look threw all of the examples, but it was worth it. By the way, there are plently of examples that have a usable RTS mechanic in them(Ex. Pathfiniding).

    3. Layout? How many and what I want them to be? This is crucial for a good game. Use the same tactic you did on 1st. Scribble down your layouts. This is a lot easier to do in a paint program, because it lets you figure out, from what layout you want the game to be able to jump to, and reverse. Also from what layout you cant jump to.

    Here is a scribble what I did . it isnt very cohesive, but since I made it for myself, I understand it and that is enough.

  • As hobby game maker project, I started throwing ideas on paper what I wanted to do. First idea was a physics based puzzle game. I made a prototype. Tested it and I tought ok, this looks very boring . Then I added a shooter mechanic to it. posted it on Arcade and I got a comment, that somebody added it to his good game ideas. I changed the placeholder graphics, added some a modern platorm shooter feel to it and I posted it on Arcade again (3rd upload, 1st two got deleted on my request). It was such a sloppy demo. But still my very own first game which I was made in just 4 days.

    Here is my demo put togather in 4 days:

    Very basic demo, no menu, sloppy as hell, but addictive and it still represents what my hobby project will be based upon. If you play, get killed and before pressing Enter, check instructions!

    http://www.scirra.com/arcade/addicting-action-games/14066/spyro-demonstration

    While I released this I got a new idea. I have a demo that has only 12 events and my budget on Construct 2 is 100. That is actually a lot, if you are clever.

    This game will feature:

    + menu - a pretty one, because people who will play my demo, deserve it

    +6 challange mode levels - basically a game mode where the game strips your weapon away and the goal will be to get from points A to B while navigate threw some puzzly enviroments

    +advanced challange mode - 3 enemy types, survive for as long as possible.

    + tutorial - introduces some of the quirks of playng, like the lack of jump button in my platformer.

    Here are some fresh screenshots displayng the art style and shooting while rolling mehcanic. Note the blue bar up there, it is a shield bar. The shield is one directional and is aimed like a gun. It deflects normal bullets, but while being hit with a mine it deflects the explosion, but it depletes the bar instantly.

    There is one more goal: making the game final export size as close as possible to 10mb. So I can upload it Scirra Arcade.

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SharpedX

Member since 2 Mar, 2014

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