Sumyjkl's Recent Forum Activity

  • As long as assets, code, anything else, including trademarks are not used within the game or to create the game (other than reference) I'm pretty sure it's fine.

    As soon as you call it Super Duper Mario Sisters or Warfield: Modern Battlefare though, people are going to take notice.

    I feel confident that I could emulate say.. Terraria without getting legal issues, as long as I didn't use any of their assets, code or tried to leach off their names.

  • This sounds like a pretty cool premise for a game. It's definitely not that unrealistic either. Pretty much the only hard part would be dealing with multiplayer.

    After that, it's just any other shooter.

    If you find you have a project that is too big you can always do what Extra Credits suggested: minimum viable product.

    What is the meaning of the game? To have 3 sides work with and against each other. What can you eliminate? Graphics, sound, customization, randomization, score systems, extra levels.

    Making one single level with three teams of AI (or multiplayer if you're a code god) would do the trick.

  • I'm always interested in seeing what challenges I can overcome in art. I'd do it for you if it''s reasonably small. Any screenshots of the game as it is? What kind of style are you aiming for?

    If it's less than 20 tiles, reasonably simple style and you're alright with someone who has never done space related sprites before doing it I'd -maybe- give it a go (of course, no guarantees and such).

    As for finding an artist; if you're looking for a paid artist, try PMing one of the contributors in the asset store. Otherwise you can look for people on the forums who would be willing to make assets for you. There is also opengameart.org which may have what you are looking for or someone who'd make it for you.

  • Hey peeps!

    I just finished a new project! Take a look!

    Light up the ghosts like it's Christmas!

    Play it HERE

    A game about taking souls to the other side.

    Link to game page!

    The first version was made in 2 days (cause I had work that week) as part of the Games Made Quick 2.0 Jam on Itch.io

    I then updated it yesterday with more levels (to be restructured maybe) and upgrades.

    Hope you enjoy!

  • Better than "Tili"??? Just kidding. But seriously that's a fun game. You should have it as an un-lockable mini-game in Tili.

    Hahaha, pretty much! I'll think about it :p This was an old project sitting in my folder, so I spent about an hour or two fixing it up because why not!

    BTW... the initial score is always half of your last score????

    When you die it only halves your score, but when you start the game it is reset to 0. So if you get a good run, you have a better chance of getting to that previous score.

  • I played a little here, the game is very good.

    Remove the reset checkpoint, this discourages the player.

    Thanks!

    Do you mean how the game resets until you get to the first checkpoint or how it resets after you've lost all your lives?

    I've considered making it so that you can still finish the level but the level shows how many times you've died in the score. The game is meant to be hard, but yes, not discourage the player.

  • guimaraf

    Thanks for the report. Took me a while to figure it out, but it should work now!

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  • ankas Yes. floor(x) rounds down to the nearest whole number.

    floor(1.7) = 1

    floor(1.7 * 10) = 17

    floor(70 / 64) = 1

    floor(70 / 64) * 64 = 64

    floor(137 / 64) * 64 = 128

    Divide first so that it is rounding based on that number, then round. Then multiply to get back to the original scale.

    You can also use mod(x, y) which returns the remainder of a division.

    scrollx = player.x - mod(player.X, 64)

    This will round down to multiples of 64. The mod() function returns what's left after dividing (the remainder), which is what we want to get rid of.

    If you are using rooms or what have you, and need to have the camera be in a set position instead of at intervals, you can place objects which on collision move the camera to its center.

  • Updated to a031! Updated with redone character animations!

    Additions

    · level 4 added, level 5 replaced with a new level

    · completely redid character animations (yay red hair and movement!)

    · restructured level select layout

    · new main icon

    · pickup text

    · game remembers where you were when you left the level selection level

    · new badge for not using any checkpoints

    · new 100% completion badge sprite, updated finished badge

    · new tutorial!

    · new button and some GUI sprites

    Fixes

    ·debug teleport now disables score

    · fixed some wrong tiles

    · fixed loader layout not displaying correctly

    · I'm sure there's something else that used to be broken...

  • Tili level 4

  • Is this for a browser game or desktop?

    If it's for a browser, it's probably best to allow the user to click off the game (this is a convention for browser objects), so making the cursor invisible is a better idea.

    For desktop, fullscreen should make the mouse bound to the window.

    Is there any reason you need the mouse to not be able to move at all?

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Sumyjkl

Member since 16 Mar, 2014

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