stevecameron's Forum Posts

  • Looking forward to it

  • That's a good point. Now that you mention it there were quite a lot of scrolls.

  • Hi remib74

    I love the new terrain style background - looks epic. The game is still kinda frustrating as the player's weapon is really slow and feels weak.... especially when there's about 10 targets on screen. I would give the player a nice meaty star wars style laser blast and make the enemies a little weaker. The other thing you need is a points/score to make it interesting and a user interface - "play" "restart" etc.

  • The boxes with the pictures of the swords on, what do you do with them because hitting them with your sword doesn't do anything.

    If you had read the little scrolls (in game manual) then you would have learned that you need a dagger to break those particular boxes

    Great game UlisesFreitas. I agree that the animation for the basic attack does seem a little slow, but it doesn't detract from the fun of the game.

    Good job

  • Hi Jonzo. The graphics are nice and the controls work fine-- its just a bit boring as there's no score or points to collect. Plus maybe some simple sounds for the slime jumping would be nice.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Sorry for the confusion:

    I'm using the tile-map for the "look" of the level and was going to use a separate sprite (with solid behaviour + invisible) for the actual ground that stops the player falling out the game... but when I discovered that a tile map could have per-tile unique collision I thought why bother with the extra "solid ground"

  • Hi,

    I see that when using a tilemap you can edit collision for each "tile", so my question is, is there any advantage to using a separate invisible sprite solid for collision?

    (I'm building a 2D platformer)

  • Hi Tetuan. I love the idea of your game, I'm sure there will be kids who would enjoy the challenge.

    A few crits:

    1 - You need to work on the presentation a little - it looks like a program/app from the 90's.

    2 - I found that if you type too fast the game doesn't respond (I know it's aimed at kids but the game should still be able to cope with fast typing)

    3 - Maybe add full screen ability

  • Wow, that is a very deceptively tricky game. At first I was like.... "this is easy", then I got to level 9..... took me about 15 mins... didn't get past level 10... yet. Very good game you've got there TheNormalGeek. Why did you choose such a simple colour (non-colour) pallete?

  • Looks lovely mikehive. How long have you been working on this? Could you possible put a demo on scirra arcade?

  • Thanks for the update

  • Hi rozpustelnik, do you have any updates on your game? Can I ask what size your character sprites are, and do you add further compression to keep file sizes down?

  • WOW! Splitfatal you've made a totally awesome game. I've just been playing for about 30 mins and I'm hooked. I'm surprised there's not more comments here. I just played up to "office" area where there's human enemies. Very addictive game you have there.

    The loading time on the arcade is very slow (but I'm glad I waited). Is the player supposed to know how much ammo they have?

  • Looks really nice Artpunk. I love the particle gore. The dude does look a bit naked though...

  • Yeah. I'm sure Disney would love someone making a game of their IP. Anyway, its just an idea. I'm not starting it .....yet. Maybe I could call it "Bobs Jett" lol