Cryptwalker's Recent Forum Activity

  • Eh...that only fixes the issue when running in Chrome, not NW.JS. I'm gonna roll back to r212.2 for now...

  • How do we remove the audio plugin?

  • I get this too.

  • Ok, thanks!

  • Quick question if anyone knows this, but does the Audio Play at Object or any of the positional sound functionality affects performance? Or is it the same as playing a regular sound?

  • It kept on freezing up on me, using Chrome.

  • Thats was fun

  • The problem with this method is it ruins the flow and timing. If an enemy/obstacle behaves a certain way or moves a specific speed, you expect them to always move in that way, which is fundamental to how you would react...

    Not really. This feature should only occur if the game senses that the user is taking way too many attempts to complete the current level. I threw in 5 as a sample number of times before the game will adjust that particular level to make it slightly easier. It might be even better to increase that number 10 or even 20. And of course this shouldn't be permanent either, just only for that particular instance.

  • Nice artwork, and i like the dashing! I always wondered how to get that working on C2.

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  • Lol, personally i think the bullet size can be bigger .

    For folks who aren't accustom to difficult games, perhaps you can subtlety lower the difficulty a bit without even letting the player know it too. For example after like the 5th retry or so (there will be plenty of this), and also depending on the level, you can slow down some of the moving obstacles, slow down the chasing enemies, increase drag slightly, gravitate bullets towards the target.....etc. But do it all behind the scenes so that a player isn't "forever stuck" on a certain level and will be more enticed to continue playing. This technique was actually done in Resident Evil 4 - not a lot folks know this though .

  • blackhornet, Borgi

    Both these solutions worked well, thanks!!!!

  • I hadn't thought of Hotline actually, and I think you're right there is some crossover there.

    Part of that crossover is the precision gameplay and the way the levels are set up. Most of the time you have to really think about how you would complete each one before dying several (a lot..) of times. A few times I was able to just wing it and got right through knowing full well that was a shot in dark and just got lucky. Otherwise, the game isn't very forgiving and thats *a good thing*. For me at least. But it encourages you to try again, which is an extremely good game design element i wish more games had. Thats part of the reason that made Hotline Miami so enjoyable.

    Matter of fact, i bet i could design some fancy levels for Brute too .

    [quote:1xqnaz6o]

    I still haven't tested controller, I think if I added it, I'd need to make specific levels for it, easier ones...

    Eh...i don't think you'd need to change the levels any for it. The game almost already kinda works with a gamepad setup already. For example, Left-Analog and/or Direction-Pad can control the directional rotation of the "ship" or "dude" or whatever that main character is. A-button will add velocity to move it forward, and X-button to shoot. That right where would already work.

    Also, I just had another idea in my head a second ago for the game and now i just forgot it....

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Cryptwalker

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