Cryptwalker's Forum Posts

  • Cryptwalker - thank you, I'll send you a demo build on PM hopefully Friday you may try if you wish

    Hey that'd be great!

  • I like minimalistic art style. Looking forward to trying this out whenever a demo is available.

  • Interesting, i was just playing this game (C1 version) last week and talking to some other dev at an indie meet up about this game. Good to know that its still in development - and on the PS4!!!

    So its pretty much the route for any C2 developers looking to get their games on consoles. They'll either have to get it ported over by either another company or do it themselves by using a whole new engine that can exports to consoles. I doubt Konjak did it himself as he stated many on his blogs that he's not a developer by trade but an artist (which is what drove him to using MMF and Construct). A while back he was in talks with Nicalis for porting Iconoclast to the Wii but that never fell through, so i'm sure he's doing the same with the Bitfrostent folks for the PS4 now.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Not an artist here at all, but i always have an extremely hard time creating individual tiles on its own and making it "fit" with the rest of the level in the game world. Something is always off when i do it that way. But i've seen others who actually do build their tiles that way and can actually pull it off really well too.

    For me, what I would do first is make an effort first draw a complete single image of a level of some sort - nothing too fancy, just complete with everything i want to see in the game world or a particular level. Then would import it into a tile editor such as Tiled to break it up into 16x16 (or 32x32) tilemap, and then use those tiles to build out the entire level. Everything seems to fit better for me that way.

    But thats just me. I'm sure real artists have better ways of doing it.

  • I wish Radiant Silvergun was on a system I had access to. I'd been hearing how awesome that game was for years, but never played it. (I did play Ikaruga, didn't enjoy that much).

    Well if you're willing to spend close to $200, you can pick it up on eBay fairly easily for the Sega Saturn. Or...if you have still have an Xbox 360 laying around that hasn't RROD yet then you can get it off of Xbox Live for $15. The other option is to just download the actual arcade rom for MAME, which its fully playable.

  • XDK,cordova,etc..... are no solutions, and never going to be.

    Those are solutions. Just not great ones. But it'll suffice (for now).

    [quote:2obc08j5]We want see a game in PS4 made with Construct and we want see a succesfully game for ios/android, ...

    You can actually can....kinda. From my testings so far, the PS4's browser appears to be the most capable for somewhat playing C2 games - better than the Wii U, XBone didn't even load. But of course, thats not any viable solution either. It has to be native - or something very close to it. And i doubt C3 will have it since it'll still be an HTML5 based engine.

    Folks need to start accepting the fact that unless Sony or Microsoft (and even Nintendo) opens their consoles to supporting HTML5 games (which they won't fully do), we will never see it happen the way we want it to. Current gen consoles have closed SDKs which are also under NDA so unless you can be approve to get yourself a dev kit, its not easy to get games running on those like the previous console gen. Companies that have engines like Unity, Yoyo Game's GameMaker, Crytek CryEngine, and Epic's Unreal have some sort of subsidy agreement which allow their users to publish to consoles - and thats only if the users are already approved by the console companies already.

    So yeah, it won't be simple. Just make the games. Get it done, get it good. Get it popular. Then you can talk to these guys like Auriel did with The Next Penelope. Or you can even chat up these guys too.

    And of course, there's also MonoGame if you want to go that painful route. But its free though!

  • Could be a file permission issue. When copying from Windows to Mac, the permissions are lost in the transfer. Its kinda tricky to get it working for those who don't own Macs. I work off of Windows 8s VM from a Mac so its fine for me, but others have had issues also.

    See more about it here : Exporting Desktop Apps with NW.js

  • I like the retro graphics. When done well, it always looks awesome.

    The main character kinda reminds me of this guy tho :

  • Great game, and art style too! I like the whole mercy concept .

    I repeat: €330. I expect this to be built-in. Why shouldn't I? Or do you think I'm asking too much of a "professional" product now? Thought you guys said this wasn't a toy.

    You keep mentioning €330, thats the business license. Unless you somehow manage to make over $5000 then €330 is nothing to even be remotely concerned about yet. Otherwise, you are getting a pretty good deal at only €99.99, which you can upgrade later.

    According to some people here, all the other built-in stuff (behaviors..etc) that C2 already provides actually makes it "less professional" due to it "restricting" you to certain things. But you're asking about a "floating controller" for mobile devices. Are you serious? I'm sure the C2 team can throw in an example for it in their next C2 update, but this is something you can easily put together (since C2 actually makes it that easy) within 5 minutes and apply to your game. Not only that, you can even test it directly to your mobile device right away. Yeah, its that easy for this "toy".

  • I use it on VMWare running Windows 8.1, works great.

  • I sense trolling. Of course, there really are people like that in the world. They never completed a game though.

  • I'm for having native exporting. Relying on 3rd party exporters is an easy way to kinda shift the blame to them if performance isn't up to par as expected. But then again, how much of it would affect the development time of C3? Possibly quite a bit. In which case i would probably be on my way to using something else in the mean time that serves my purpose. But for me, my initial target is the desktop in which C2's performance has been fairly impressive considering its all HTML5. But i can't speak for those building on the mobile platforms though.

    Also, I wouldn't mind having different native platform exporters being implemented over time though. Not everything has to be ready all at once. But if there is a movement towards that direction then i'm all for it.

  • There's also Pyxel Edit for doing pixel work.

  • I've got the demo to Blitz Breaker's PC version over on itch. http://bonchogames.com/blitzbreaker

    I'll be getting greenlight going in the next couple months, will definitely let you know when that happens. Thanks!

    I saw this game a while back on Touch Arcade, look forward to trying it out on PC .