Joben's Recent Forum Activity

  • Thanks guys glad you like it.

    mrnannings yeah not everything is as detailed as I wanted it to be but doing it all from scratch in my spare time was really tough and I had to make some cutbacks. If it's liked though maybe I'll make a sequel and up the detail. Glad it's like resident evil though, exactly what I was going for.

    tunepunk thanks yeah I've heard that about the controls a few times but I'm not sure how to ease people in other then starting it off slow like I did, but I'm glad it clicks once you get used to them.

  • Hi all,

    I just finished my entry to the Construct 2 deception gamejam and thought I'd post it here too if anyone is interested. I designed it to have a similar feel to the old biohazard games but in 2d and plants instead of zombies.

    You can find it here: http://www.newgrounds.com/portal/view/659596

    It's a late night in the lab, you rub your dry eyes just before you set off for home and the alarm sounds. You grab the gun in the security cabinet and head out to see what happened.

    Controls:

    Z to roll

    A to reload

    S to use medpack (can be used while aiming)

    X to draw gun + UP/DOWN to aim

    C while aiming to shoot

    D when you hear a ding and ! appears in the top right to inspect/use.

    Y in the main menu to start game

    I wanted it similar to a NES game in that the game from start to end takes roughly 15 minutes. it's tough but if you pay attention you'll find out the weaknesses and giveaways of each enemy and feels good once you finally beat it.

    My first game ever, so I hope you like it!

  • No problem at all I just set them back, but thanks so much! It works perfect now and I even copied what you did to the barrels and theyre working much better too. (Edit: Just figured out what you did with the music, it will help a lot in the future ) The only problem is the physics doesn't seem to work anymore on the barrels/box when they're shot at. Could it be because I just updated to the lastest C2? I was on 195 before but yeah, I'll try to find out why (Double edit: I added apply impulse to the box at bullet angle and it works again! I don't understand why it worked before without it but oh well)

  • Sorry about that I forgot you could make a capx, here it is:

    https://www.dropbox.com/s/2c83gqob1p8ql ... .capx?dl=0

    I checked the less or equal thing and it's all good, the bullet only does 1 damage and the plants only have 2 HP so I still don't understand why.

    If you want to test it yourself you gotta kill the 2 plants pretty fast, if you miss you can just push r and it'll reset layout (you might want to turn volume down though as the music can get annoying at this stage). There's tutorial text at the top but in case you just want to do it quickly its:

    Z to roll and brake barrels

    X+UP/DOWN to aim

    C while aiming to shoot (shoot the big box on the top half to knock it over so you can jump on it to get to the plants)

    A while standing to reload

    S while standing to use medpack

    D when the ding sound effect and ! prompt appears for tutorial text

    I'm making this for the Construct Game Jam, my first game too, but yeah let me know if you find anything I messed up. Thanks <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

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  • Hiyas,

    I don't really know how to word it and because of that, failed at searching for a fix. In my game I have multiples of the same enemy and they have a instance variable for their HP, so as far as I know they should have independent HP. Now it all works fine and dandy if you take them on one at a time, but every time I shoot and kill more than one enemy in quick succession the second enemy becomes invincible. I have just a basic set up of when bullet hits enemy, subtract 1hp, at 0 hp enemy is destroyed. It should be impossible for both enemies to hit 0 at the same time so I don't understand why it doesn't work.

    If anyone could help me with this I'd be so thankful.

  • Thanks for the tip A0Nasser, I just updated the main post with dropbox links for the node webkit version of it. Both a windows and osx version so everyone can try it and I also added some screenshots too.

  • Hiya's,

    I just finished my first prototype of a game after months of ideas and test levels and decided on a Megaman styled platformer with some twists. It's in the visual style of a snes game but with some modern enhancements.

    The basic idea is like the levels in Megaman, each package to deliver is a level on a different world, since he's a space postman. (Think futurama with a visual style kinda like pikmin.)

    Anyway the prototype is done with basic gameplay elements. Nothing fancy mostly as I needed to see if it was possible for me to even attempt being my first try at game development, as I'm primarily an artist and know nothing of code. I think it's pretty well refined though so far but of course still not complete. It's already got some tricky platforming though so see if you can beat it without getting hurt.

    (Updated) The links are now for node webkits, one for osx and one for windows.

    Windows:

    https://www.dropbox.com/s/ki15w5z7csjsxis/Tutorial%20Prototype%20Windows.zip?dl=0

    OSX

    https://www.dropbox.com/s/34duewcchek3v1i/Tutorial%20Prototype%20OSX.zip?dl=0

    (Please ignore the lame main menu, it was just a test.)

    It's all placeholder art, besides the basic main character design and a small teaser of one of the enemies you'll face hidden on one of the levels. Hope you can find him!

    I welcome all feedback including negative, as it's better to know what's bad so I can make it not bad.

    Thanks for your time.

  • Awesome that you're helping out the honeybee's , all of this is great stuff too and having the primer files ready is a nice idea to save some time. I feel now like I should focus small first like you said and perhaps focus on just web portals like Kongregate etc, to build some confidence then maybe if the game turns out alright I'll try porting it to the others and go from there.

    Thanks again for the tips! I won't be as overwhelmed now .

  • I've made a few small levels with different kinds of functional gameplay, but I have yet to finish a game so it makes sense to me that I should start there. Knowing I would run into trouble at 1080p will save me a lot of headaches too as I was going to go for that but now I'll aim at 720p, the power of 2 rule is also a huge help . When you say get familiar with the platforms, do you mean like make a small game and then try to get it working across a few different ones like android etc?

    I've been reading up on it and from what I've found the application to be a Wii-U developer was really slow but they seem to get back eventually, so I hope you get approved soon and maybe I'll get to play your game on my Wii-U.

    Also thanks for taking the time to help me get started!

  • Hi everyone,

    I'm new here, long time gamer and now I'm attempting my first created game. It's probably silly of me but the ultimate goal for it would be to get it on WiiU and maybe a webstore/steam afterward. I've been playing around in the free version of C2 for a few months now and I just bought a licence so I'm ready to begin. The best I can describe it would be like Megaman but more open world with choice of which boss to go after via traveling rather then a menu.

    What would I need to know about hitting that goal before I start? Like would 1080p be the resolution I should aim for or would it be safer to do 720p. Also what would be the best C2 settings for this kind of game with flash art, if there's any difference.

    I'm an artist but know nothing about programing, is this goal even possible for someone like me? Or should I focus on a smaller, more simple game for websites instead.

    And if there's something I haven't thought of that I should know before I start drawing my characters and making prototype levels.

    I expect for it to take a long time to complete but it's one of my big goals so I'll be putting my heart in it.

    Thanks for your time!

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Joben

Member since 9 Jun, 2014

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