NoSoul8's Forum Posts

  • Mikal > Really enjoying this, to show my age, it reminds me (in a good way) of playing Smash TV in the arcade (top down and the awesome grunt sound effects.) What will the 'RPG' aspect be like? Will your character develop/upgrade beyond new weapons/items?

    Thank you for the kind words, mate

    The RPG aspect is allocating stat points to strength/endurance. Certain levels of stats unlock the ability to upgrade weapon (for damage) and armor (damage reduction) to next levels. Also the skills are upgrade-able.

    The RPG elements are designed to be not-so-deep, because the main focus is on fighting enemies and progressing through missions, not grinding them for a level up.

    It is already coded and functional, but lacks graphics - i'm waiting for my artist to cover it

  • Uploaded a video to YT - creating a level for the game.

    1 hour in 2 minutes, enjoy :)

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  • Updated the original post with a demo link :

    Scirra Arcade: scirra.com/arcade/action-games/coldshell-29217

    Download: indiedb.com/games/coldshell/downloads

  • Ok then, does anyone have a list of YouTube/bloggers who review game apps?

    I've just Googled "YouTube/bloggers who review game apps" and got several lists on the first page.

    Go for it, mate

  • C'mon guys. It's a first alpha of C3 runtime. Give it some time to grow.

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  • So I need to get my marketing list in order before I launch.

    Does anyone have a list of review blogs or YouTubers who review hyper casual games?

    Thanks all.

    A list like that doesn't exist. You should go the way other indies go - find a list (or two) of youtubers/bloggers and manually look for the ones who fit your needs.

  • Steam page: Cold Shell

    Game name: Cold Shell

    Genre: Arcade/Action/RPG

    Platforms: Windows (Steam)

    Developer: Brutal Muse

    Description: Arcade brawler RPG in cyberpunk setting Sci-fi paladin simulator.

    You can watch a game trailer on YouTube here:

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    Several screenshots:

    My achievements:

    Game was started at a local hackathon in 48 hours and it won the gamedev nomination.

    Showcased Cold Shell at DevGamm'18, Minsk

    Reached top-100 games of 2018 on IndieDB

    Showcased Cold Shell at Starcon, St.Petersburg'19

    Reached top-100 games of 2019 on IndieDB

    GDWC 2020 weekly vote nominee

    Aggro crab seal of quality

    2020 Indie of the Year Top 10 Players Choice - Best Upcoming

    And IndieDB dev blog : indiedb.com/games/coldshell

    Steam page : store.steampowered.com/app/1080680/Cold_Shell

  • rexrainbow could you please consider delivering this plugin to C3 ?

    Now, with C3 addons exchange online (https://www.construct.net/ru/make-games/addons) it would be much easier for people to find it.

  • Sci-fi paladin simulator

  • Ashley, this workaround won't work for me.

    I don't have a MacOS to export my game on it. Or do some file tweaks ( I'd use it right away, if i had the possibility )

    Failure was reported by Steam moderators, when I tried to submit my build.

    As for now I'm going to try and downgrade NW to 21.1 where those symlinks were not implemented. And exported game from C2 worked for MacOS with no additional workarounds.

    Since my game is almost near release on Steam and there are no guarantees that this issue will be fixed.

  • Ashley, in short:

    On my win7 PC I use standard C2's NW (v0.24.0) export options.

    And MacOS version won't launch for MacOS users.

    I don't have MacOS to export my game on it.

    I emailed error logs and more detailed description to

  • Have the same problem here, ASHLEY. And I don't have MacOS.

    Is there some fix coming up on that issue on either C2 or NW side?

  • Thanks for the post-mortem, found especially the greenlight part very interesting!

    Keep up the good work and best of luck for your project!

    Thank you very much

  • Hello everyone! We've already posted about our game something like a dev blog some time ago all around the web and got *tons of criticism* valuable advices on improving the game, which were implemented in the name of greenlight. The work on the mistakes allowed us to decently pull up the overall quality of the game and *learned how to sleep for 4 hours a day* and also to realize that *there are haters around the globe* we can't please everyone at once and we just need to bring the game to the finish line. Allow me to go through some points and share my experience with you.

    <img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation"> No claims have ever been received on game description. No complaints on Construct 2 as game engine as well. We stumbled across some adepts of Unity and Unreal for a couple of times ( they just shared their opinion in a very peaceful manner ), average Joe's reaction on the game engine was: *why should i even care* only the game itself matters.

    <img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation"> We had some intense holywars about game features. What IS a feature and what is NOT? We used some sort of a neutral variant for greenlight, because the truth is *in wine* lies somewhere between arguments.

    <img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation"> Graphics in the game. Excuses like: we are a small indie team/our first game, don't judge strictly/I'm an artist, I see it so - don't work for covering visual flaws. We had to update visuals. Literally refine each level ( we have 23 of them ), damaged enemies, hp bars, destruction of air units and lots of other small stuff. On one hand - it's a pain to realise that the game is not accepted "as it is". On the other hand - they told us the truth. Because *no slacking allowed* in the end it will be better for the game. Up to now, not everyone is happy with the visuals, but yet again - we can't please everyone (but we try).

    <img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation"> Game trailer. We received some complaints on it: first of all - it had low resolution (720p is not good enough), 1080p did the trick - we started to hear some compliments on the video. Our first trailer was not very representative ( After digging in we found out that it was because of the texts. Don't overdo while adding texts into a trailer like we did ). Also, if it's possible, hire a professional to do it for you ( spoiler: you will have to pay money) ( lifehack: politeness and diplomacy can *suddenly* influence the quality of final product or even earn you a discount (but don't count on it too much) ).

    You can watch the trailer here: <img src="{SMILIES_PATH}/icon_arrow.gif" alt=":arrow:" title="Arrow">

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    <img src="{SMILIES_PATH}/icon_exclaim.gif" alt=":!:" title="Exclamation"> The last, but not the least - Greenight itself. It's boiling, burning, suffocating and sinking, all the same time. Everyone gone mad because of the Direct news - posting unfinished games/black screen simulators/just trolling. Players don't want to endure this, and *don't* visit greenlight less often than before. Our game was pushed out of the first page in 24 hours *or less, I overslept this moment*. In the cherished closed group of Greenlight developers *( 5600 people listed, imagine the scale of the tragedy )* 6 out of 10 discussions are filled with cries of despair like "my game is not greenlit in a month already". Also, *at a certain level of despair reached* some contestants go through other participants and downvote - this phenomenon reaches the scale of a flash mob sometimes ( spoiler: downvotes don't mean a thing, so just don't panic and keep it up ).

    A word about attracting votes. You will be offered to pass greenlight *without registration and SMS* for some handfuls of your game's keys given to unrealistically kind and friendly people for their roulette-sites by winding up the votes with bots/a post on a dead twitter account. NEVER EVER accept any of this offers. Steam is well aware of this scheme and punishes hard for using it.

    Despite all of this, we are happy with our voting <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Yes votes go up slowly, but steadily. Our game's quality improved and we are very optimistic on our current situation. We are very proud that we are going through Greenlight the fair way ( although it is hard ).

    Here is a link on our greenlight page: <img src="{SMILIES_PATH}/icon_arrow.gif" alt=":arrow:" title="Arrow"> http://steamcommunity.com/sharedfiles/f ... =921288363

    Feel free to vote for Molten Armor - every single vote counts!

  • AllanR can you please guide on the subdivision of Hours angle while the Mins hand moves from 0 to 60 ...

    The hour hand moves around the clock every 12 hours, that is 360 degrees in 12 hours or 30 degrees per hour.