LukeW's Forum Posts

  • - a story that has been told a million times

    Yeah, this is an area I totally want to improve. Right now the cutscenes are pretty much just placeholder material until I get something more fleshed out. Probably a good thing though if I'm changing all the characters, means I don't have to redraw a bunch of cutscenes.

  • oof, I don't know if I can compete with this, looks fantastic.

  • Is that a duck in your avatar? :D

  • aaaaand... serious question. What do people think if I replaced the player character with a duck and renamed the game to something like 'Quacked Crusaders'?

    Kind of a pain to do at this point, but it would be pretty funny.

  • Couple of updates...

    Replaced the Bat King boss from world 1 with this dragon:

    Added a zoom function, mainly for testing, but good to see how the game plays at a wider zoom.

  • I made a quick vid demoing how I get my levels built in C3:

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  • I might be wrong, but I don't think you can do that with a particle effect as individual particles can't be tuned like that. Might be possible to do that with a shader, though I have no idea how you would approach that in C3 or even if it's possible.

    Might be able to do it with individual instances of a smoke sprite (maybe with physics behaviour) and set their blend modes accordingly. Not sure how efficient it would be though.

    I'm sure one of the gurus on here will have a better method.

  • How do you feel about a strikethrough text effect as a visual indicator for a checklist?

  • Checklist idea sounds good. I'll have a think on how to best incorporate it.

    How did you find the performance on the s5? I tried it on my son's s4 and the performance was pretty bad in terms of framerate.

  • sure,

    I'm using the C3 runtime with the stable channel.

    I'm exporting through Cordova using the C3 export options. All export options off, hide status bar on, and min version +5.0 (Lollipop) which is by default, though I don't get good performance on old phones using that OS so will probably restrict to newer OSes before proper release.

    Using signed APK which is a requirement of the Play Store, though prior to that was getting the same performance with debug APKs.

    I mainly just followed the guide on the Construct main page for building mobile APKs.

  • Added a timer. Currently set to off by default.

    Also had another look at the jump/attack button collision boxes. Turns out they were overlapping by a couple of pixels, which may have caused the wrong button to be tapped if it was right in that zone. Have separated them a bit further so hopefully that will help.

    Cheers

  • Hi Artpunk

    You posted as I was typing a reply to Plinkie, so I missed this at first. Thanks for the feedback.

    Some of the music is pretty bad, I agree with you there. The songs are a bit placeholderish until I can get something better in there.

    Plinkie also mentioned the collision boxes for the buttons so clearly I need to get back and see about this. The collision boxes are currently bigger than the buttons, but now I'm wondering if they're too close to each other which is causing the wrong button to accidentally be pressed (the pitfalls of making a platformer on a touch device I guess). I'll look into it.

    I mentioned the timer as being an option in the other post, looks like this'll happen. Now that I think about it, I like the idea of not showing the timer unless the level has been completed at least once. This way the player won't feel rushed on the first play of a level while on a replay they'll have the timer there. Still have an option to turn it on or off as well.

    Can I ask what type of device you're on, your experience with these types of games and how you found the difficulty?

    Cheers

  • Hi

    Thanks for the feedback.

    The whole speedrun/clearing out levels was meant as a way to go back and replay the levels and earn extra stars. It's not actually possible to speedrun a level plus clear it out in the same run, nor can you speedrun a level until you know how to beat it as you wouldn't know where to go. Once you get a star for a level, it gets saved and you can't lose it. I can see how this might be confusing when a lot of mobile games require certain conditions to be met in a single run before handing out 3 stars. Clearly, I need to emphasize this more, I will add something in the tutorial about this, plus something in the first couple of levels. My intention with this style was always to encourage the player to take their time on the first run, then come back later if they want to really challenge themselves.

    I did have a timer there for a bit, but removed it for the sake of having less clutter on the screen. I may consider an option that toggles it on or off.

    I hear you on the bats, they were actually more powerful before :D I'm thinking I'll take them out of the first bunch of levels until players get a better feel for the controls. Will replace them with one of the easier first world enemies such as the skeletons. I also plan to add a variable jump control which will hopefully address your point on the jumps being hard to control - so basically a quick tap for small jump, long press for larger one.

    I'm still playing around with the best way to represent the shop. I like the idea of having some items available to look at right away, so I think this is a good idea. Regarding the whole Metroidvania thing you mention, the first purchase was designed to teach players how to use the shop, so progress is only blocked for as long as the player doesn't go into the shop and buy the first sword. Once you get that first weapon there are no more blockers, meaning you can beat the rest of the game with just the iron sword (not recommended). Still, I hear you, and will look at opening up some more purchases early on.

    Can I ask what you're background is when it comes to these types of games and what type of device you're playing on?

    Cheers

  • well, looks like it wasn't the FL Studio audio files causing the issue.

    I think I'm going to leave this for now, running without preload sounds on seems to be doing the trick anyway.

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  • Ashley running the stable channel.

    Nepeo I'll have a look at that stuff when I get home from work today. I do have some small sounds files in there at 3-4kb, however, they're all .wav files.

    I was thinking about this this morning though. I use a few different programs to generate sounds. One of those programs is FL Studio. I don't think I was having this issue until I imported some sounds made in this (because I imported a whole bunch from different sounds generators at once, I didn't see the link). I'm wondering if I delete the sounds made in FL Studio whether my load times will vanish again. I will try this when I get home as well.