Lou Bagel's Recent Forum Activity

  • Apfelguts hahaha I'm not good enough to draw coffee makers by brand. The coffee maker was actually the most difficult to make out of any of those objects.

    ...but if it will help immerse you into the game lets go with Illy, it is supposed to be a pot, not single cup. And I did have a strawberry frosted from Dunkin Donuts the day before I drew the guy eating the donut.

  • No I checked everything but I don't understand why I have this difference.

    I'm only a bit higer and I lose 50 fps..

    I lose fps at the same places.

    I would filter your event sheet for "collision" and/or "overlapping" and see all your events involving those. See if there are things you are constantly checking for that you don't need to

  • I like the game art

  • Haha, that's pretty good.

    Maybe I'm tired or just getting a little old, but it was a little rough on my eyes to keep up.

  • When resuming from a phone call does it act the same as when the app is completely closed then re-opened? I would think an alert would be like an interruption that only pauses, not closes.

  • That is a big difference in collision checks so could be because of that—have you identified what is causing that significant difference?

  • Physics will take a ton of testing to get it how you want, at least from my experiences. Both in getting the impulses/forces to the amount you want and on what your device it can handle. Remember that mobile and tablets have significantly lower CPU than desktop, in case you are testing in browser.

    I'd be interested in seeing your progress so feel free to post something here. I made a silly physics project (here) and have been testing to see if tilt controls would work for some mobile game (have some issues I haven't worked out).

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  • How is the progress going? Feel like I haven't seen posts as often recently

  • I am taking notes on those advices. I do not think I will change this game, but the next one, the sequel, that I am making, I will use all your advices. A friend of mine played a little bit and said the same, the enemies have a big health.

    if you played on a touch device, the touch controls are not so good, I have to take a look at it and make some improvements. playing this game with touch controls is the hard mode.

    I think you did a really good job. To summarize, in action games like this I think faster is more fun. So moving faster, more enemies that you can take out faster, etc.

    Yeah, if you are making another similar game then I get you, no need to remake, just use for future reference. I did play on mobile, FYI, touch controls weren't that bad

  • If there are no obstacles to go around I probably wouldn't use pathfinding—I've found it always takes a noticeable amount of time to determine the path.

    I would use:

    LOS - determine when in LOS of player

    Instance variable - once spotted change the instance variable (state machine)

    If variable then use whatever movement towards player

    That should be enough for the basics. After that there are infinite variations in how you want the enemy to chase.

  • Dang, your pixel skills are really coming on. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    I have to ask, what do you use to make your gifs? I've tried a number of solutions and have yet to find anything that comes out the way I want.

    I use GIMP to do my pixel art and can make gifs in it but I use a free program called licecap to capture gameplay from the screen which it saves as a gif:

    http://www.cockos.com/licecap/

  • Good stuff

    I would recommend increasing acceleration and deceleration so he doesn't feel as sluggish. Maybe top speed a little bit as well.

    It is really much harder to pick up the coins than it should be. That should be an easy fix.

    Everything you got there is really well done though. I'd say increase the speed, reduce enemy health, and add another attack or jump or something for variety to increase the fun. Maybe think TMNT for inspiration.

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Lou Bagel

Member since 7 Sep, 2015

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