liquidmetal's Forum Posts

  • I assume it is determined on the basis of your skills as well on your experience with larger projects.

  • Now it is much better balanced! But there should be some lifebar to tell the player how many tries are left.

  • Pretty cool! To tell you the truth: I would use them both. The first one for the earlier sequences to give a wider outlook on the game world and to communicate the sensation of a vast world ripe to explore and the second one for mid-/ endgame giving the game an aesthetical highlight.

    The first picture creates the impression of tranquility and clear air whereas the second one implicates a humid climate. I can't help but the second picture looks to me like the base of exactly that mountain that is shown on the first image in the background!

    So the first picture is more focused - that is out of question. But I would use the sprites from the second one for special portions of the game where dense understory or thickets of young trees would block visibility. I would also tone down the colors of the background plants a little bit to distinguish the background from the foreground.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • LittleStain

    Neat .capx! Thank you very much for sharing. It did not come to my mind to use the dictionary add on for tasks like this!

    In case you still want to make a tutorial on this topic: The tutorials are back and new tutorials can be added again.

  • LittleStain

    Uh.. you got me wrong! I meant: What is the best way to tell construct 2 to choose a specific direction when two buttons are pressed.

    My problem was to make a vessel in a top down shooter simultaneously fly up and right. But the animation should stick with "fly up". Only when the player releases the up button the animation should turn right. So the controls are automatically provided by the 8-direction behaviour but the animations gave me something to think about since I took the wrong approach: I assumed I had to manipulate the 8-direction behaviour in some fancy way but the effect can be easily achived by using instance variables which are triggered by the combination and the release of the various buttons.

  • Hmmm... hard to tell since the the pictures don't include the player character or some enemies. Also they are cropped so I can't tell you if it feels to repetitive for me. Maybe you could upload two complete game screens for comparison.

  • LittleStain

    [quote:doab8h6z]You'd ofcourse have to make actions for what you want to happen when both right and left are pressed at the same time..

    Which one is dominant at what time?

    How can this be achieved best?

  • Maybe the tips from this blog entry helps you:

    https://www.scirra.com/blog/112/remembe ... our-memory

    You can also use sprite fonts instead of text objects. Text objects consume more resources.

  • If I had to choose between the two I'd buy the game with the graphics shown on the second picture. Just because it has more athmosphere and is - in my view - more retro for they used in the 16bit era those kind of elaborated artwork with many details and eyecandy. Of course this means more work. So maybe I'd keep the foreground tiles of the cliff with the vines and the flowers and leave off the background. I'd also reuse the drawn tiles more often and turn some upside down to give the impression of more details.

    Also back in the 90s they often only hinted at the background which gave a better focus on the player character and meant less work for the artist. Here are some screenshots of what I mean.

  • Hi, I found it quite enjoying. I use firefox and it ran without problems. It is not easy but not to hard. The island should be a little bit wider to allow the player sufficient leeway in which to make mistakes.

  • Very good! How did you make them stop keeping the relative distance to each other?

  • Very useful. Thank you for the links.

  • That looks really retro! I would play it.

  • A superb collection of links. Thank you for your work.

  • Seems to be very imaginative and humerous. Are you going to release a DRM free version?