Headbang Games's Recent Forum Activity

  • FYI, NW.js 0.19.2 still produce black screen on OBS without '--disable-direct-composition'.

  • Hello fellow constructors,

    I'm happy and proud to announce that Bad Pad is finally up and running in Steam Early Access!

    I've been working on this game for the past 20 months, together with Oray Studios who are in charge of the graphics.

    The game wen't through many phases and changes over the development process and I feel that we now have a very solid UX to offer, a fun and entertaining game, lots of my new music which I wrote for the game and a few more surprises.

    We're are at about 60% of the development process and plan on finishing it up by Q3 2017.

    If you like to support Bad Pad’s development and the team, get yourself an Early Access copy and more importantly let us know what you think!

    http://store.steampowered.com/app/517210/

  • Thanks man, I'm glad you loved it!

    If you have any comments, suggestions, tips, I'm all ears!

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  • This happened to me because of a 3rd party webgl effect, are you using any?

  • Bad Run, is platformer runner and was created as a part of the Bad Pad (http://badpadgame.com) saga, to expand the world, characters and story and for some extra fun, Bad Pad is my upcoming PC/Consoles platformer game.

    Join Square's epic adventure and fight the infamous Evil Pen.

    Run, jump, dive, fly and shot your way through, but most importantly take Evil Pen down!

    It's up to you, are you ready?

    Features:

    • Campaign mode including 4 episodes, 40 levels, missions and battles.
    • Endless mode, master your skills, collect coins and upgrade your character and buy new items.
    • Daily rewards and achievements.
    • Bad Pad comics, finish an episode to reveal more slides.
    • Original guitar driven music by Avishay Mizrav.
    • Supports Landscape and Portrait views.

    If you have any suggestions or questions feel free to ask here or drop me an at avishaymizravadw@gmail.com.

  • When launching a game's page in google game you have a record button to record gameplay (see picture below), is there anyway to call this action from c2 or to link to this page from the game?

  • On a different note, putting a every x seconds triggered event inside an every tick event kind'a defeats it's purpose, move all your every x condition outside of every tick condition checking events, also if you're checking other values in the event do it after the every x seconds and not before.

    It probably won't matter if you have just one, but for a bunch of them it will.

    Also use 'else' to minimize condition checking, especially for 'for each' events on lots of objects.

    if star is playing

    else if star is playing

  • whats beam effect, florar effect + led effect?

  • It's all good and nice I theory, but the fact is that covering the screen with your hand while playing makes it hard to play and keep track of what's happening, the lack of physical feedback also degrades the exprience, I'm not saying it's not possible I'm just saying it's not accurate as using a keyboard, and for fast paced pixel perfect platformer games it's not ideal.

    My guess is that after the flexible bending screen will get standardized we'll start seeing some adaptable screen that will let you bump out parts of the screen, for UI elements, or maybe it'll sink in on touch, who knows, as long as you get some sort physical feedback and boundaries for the element.

  • It depends on the actions you need, personally I don't think there's a solution that will let you make a solid platformer with intuitive controls using touch controls, it will never be like using a keyboard or a gamepad.

    You must strip down your controls, for example a run button is very messy to use especially if you need to press another action button with it like jump.

    For movement, I think positioning a low opacity circle with a knob in the center to the start touch position, then moving the character in the angle and velocity according to the knob position, in any case, if you're going for a virtual pad or just buttons, my advice is to capture the touch start of a button and release the state on touch end and not using is touching object, because you'll be limited to the buttons image area and a slight nudge outside of it will stop the character's movement and that is very annoying.

    I think you can also you the drag behavior and cancel both X/Y dragging, then using the is dragging condition will keep it's state when dragging outside of the image bounds.

    I also recommend giving up on the up/down direction for movement or actions, not very intuitive.

    Slower moving speed for the character, for a wider user input time-frame.

    Most mobile platformer games are using auto-move for the character, the main reason is crappy touch control, but that's a way to go.

    I'm making a platformer game for PC, I didn't even consider porting it to android/ios just because of the touch limitation, that and lots of optimizations, but mostly the touch <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    This is my game, Bad Pad,

    http://badpadgame.com/

    I did though make another platform based android game recently, based on Bad Pad but with limited controls and different gameplay.

    I used auto-run in one directions, jump and double jump are triggered by touching anywhere on the screen (except for other UI buttons), Air diving and Jetpack have designated buttons on the bottom left and right, appears only after purchasing the upgrade.

    There are shooting sequences where I spawn fireballs at the direction of the touch.x.y, again touch anywhere on the screen, in this sequences the player can't move the character, it is locked in on a predefined path, diving and jetpack are also not use-able and the buttons are hidden.

    The boss levels are little bit less intuitive, you press anywhere on the screen to move there and press on the boss the shot at it, the problem is that your hand can sometime cover crucial parts of the screen while touching, so I had to make the boss levels a bit easier.

    You can see it here,

    https://play.google.com/apps/testing/co ... mes.badrun

    It's still marked as beta, I'm releasing in a few days, just missing a few buttons graphics.

  • It was reported to me by a someone who tried to stream my game on twitch, I downloaded both classic and studio latest versions, both have a game capture option, and it doesn't work on both.

  • Did you manage to get it to work with "Capture Game"? because capture screen and window are working, but they not as optimal for game recording.

    I use NWjs 0.18.7 and c2 r239.

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Headbang Games

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