CandyFace's Recent Forum Activity

  • omrpps well for getting the score i just "touched" trees and killed small fleeing circles, used firebombs, fire and well... survived ^^

    I'm not sure what you mean about player management, please elaborate?

  • hah well that was fun ^^

    You seem to have made some great updates, I would recommend you to update your link with the newest in your first thread, else people might only take a glance at the thread and try your very first version.

    it would seem that typing challenge games appeal to me :3

    I would really like to see a change in font or something because i find it hard to see the difference between i and l in the middle of a word. It happened quite often that i saw a word, and thought it was two times l but instead "Il" and vice-verca.

  • allowiscous do i sense rayman freeing Electoon from cage reference :O

  • Okay i think i get the concept.

    You start by being surrounded by darkness. The only visible thing is you, a glowing circle which is controlled with the arrow keys.

    In the darkness you will be pursued by two things, one that will kill you when you make direct contact, and another which will flee if you get too close.

    To protect yourself against those evil enemies, you have firebombs available. You start with 5 and use one by pressing "B"

    You can get more firebombs by pickup "bronze lighting icons" which will spawn randomly in the level

    You can also pickup "fire", an item that will spawn in the level and can be used repeatedly by pressing the x button. This item only works for a limited time and is recognised by it's "golden lighting icon"

    There are two possible ways to gain points:

      - Touch the red trees that are scattered in the darkness.
      • Kill the fleeing ones.

    You "complete" the level, when all trees has been turned black(which will happen when you touch them)

    The game will afterward continue, by releasing a new wave of enemies and spawn more trees.

    Feedback:

    The control feels unresponsive, because of the player speed and the camera which focuses on the player at certain times. A power up in form of a mini-map, that will show you the position of the enemies and trees for a very limited time. More enemies and a shield for defense, against potential stronger or faster enemies. One last thing, when you enter the level, state "Wave 1" or similar to let the player know there's a goal of some sort.

    My highscore: 360 :3

  • Node-Webkit should perform identically to Chrome.

    You could always download our demo at http://www.airscapegame.com to see the performance of a platformer using node-webkit export for yourself.

    The game worked great in the first couple of levels for me, but then i started to get frame drop and while that's okay, since it is pre-release.

    The performance might be sufficient for average pc's today, but should that really be necessary? I'm almost certain that the CC exporter, still performs better than node-webkit. That is one of my reasons why i still hope to see native exporters for windows, mac and linux someday

  • Hi

    Updating the thread: I've just tried to make it work with wineskin and wine 1.7.18. Unfortunately it's still not possible to pan/move in the layout window, and it will not update the interface if you change to other tabs either.

    I was however able to open projects without Crashing by using the mac drivers under display settings.

    Tested on a Macbook Air 2013 with HD5000, OSX version 10.9.3

    Construct 2 release 168.

  • Hi,

    Thanks guys!

    No i didn't make the graphics. I am more a programmer than an artist so the graphics have been outsourced. The guys that made the graphics did an amazing job and if the campaign is a success i will definitivly ask him to add more to the game! The game is 100% made with Construct 2 using the Node-Webkit export which enable to publish a Linux and MacOSX port of the game. Only the native screen resolution changer have been coded in C# since Construct 2 is an HTML 5 based game.. there are Windows stuffs unavailable such changing native screen resolution that must be done using some other ways. I wanted badly to export this to OUYA or some more mobile platform but i am not sure yet if this will work due to the fact that my game is rather "OPEN" in the way that you can make your own scenarios in XML (Which one of the Android export doesn't support, i didn't tried Crosswalk but so far i have no evidence it support native file system access which is something needed at some point) but i will check out the options for sure.

    Thanks for your comments! They are really motivating!

    I'm interested to know what you mean by changing the resolution with C#, could you please enlighten me?

    have you modified the node-webkit exporter?

    great looking project so far

  • Fun little demo

    I really liked the graphic style and combined with the sound effects, it was a fun comic wise puzzler ^^

  • Woah

    amazing looking game, looks absolute gorgeous

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  • This looks very cool!

    love the art style and the soundtrack is awesome.

  • , such rich pixel artwork ;O; ... Can't wait to see more.

  • You're definitely not the first one saying that my asteroids looks like faces but i guess that's the part of my wacky graphics style, Although i'll do all the graphics again and polish more because i'm not happy with the the graphics as they were made in a hurry but i'm glad you like it so far ;)

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CandyFace

Member since 1 Jul, 2011

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