Biim Games's Recent Forum Activity

  • So, it seems that Atari is coming back on the market with a new console. Does anyone have any news to see if C2/C3 would be able to export on that?

    http://ataribox.com/

  • Ratmaster Thanks I will think about it, I am trying to solve another issue in the meantime and then I will go back to that

    Yes, the trees can still be knoked down but the more trees you hit the more it slow down the boulder and the largest tree slow it down much more. In the new version the boulder might stay easily in the battle field and you can hit it again with another one making them crack and scatter around pieces of stone that injure enemies (and friends too). Also the catapult now works differently, the more you hold down the attack button, the more it flies up and then only when released it starts to follow. This let you avoid to hit some trees or attack enemies far away.

  • Hi transient, are you still here?

    It is funny I am running in the same problem and I made my website with C2 too. What a strange coincidence!

    At this stage if the visitor click the door, first the door opens and then clicking again the link is open in a new tab. I had some feedback from people testing it and they would prefer a more immediate action, so I was trying to let the animation of the door opening finish, add a delay and then launching the link. This would avoid the second click but if I do so, no matter how hard I try calling function, using supporting variables, verifying the end of the animation, nothing. The pop-up wins (tried both on Firefox and Chrome).

    Did you give up or do have you found a solution?

    Thanks

  • lennaert and Ratmaster thank you for your feedback.

    Don't worry about pointing out the problems, since this is what I need, otherwise what's the point of this forum section?

    I will work to increase a faster first impact impression and trying to bring people faster to player's creation and battle explanation

    About the battle system, would you prefer to have an active direct control of the battle as an arcade game or do you think a RPG chance is better (similarly to how it is now)? At first I thought about giving just speed to the player and let him dodge the enemies, then the idea changed preferring to give prizes for visitor that actually visit the various game, that's why I added the RPG style. So the option now is to be more a action/RPG where the player maybe have to click on the enemy to attack it or just let the CPU roll the dice for you.

    What do you think?

    Thank you!

    About The Outermost Bastion, I am working in a new version were trees have different dimensions and resistance towards boulders. Now the first NPC are coming in play and getting some of them change the cost of give different advantages. For example the first one reduce the cost of cutting to only 1 resource point. Cutting the right tree is important according to the strategy but it really depends how the map is randomised. It is meant to be an optional resource to use, not a step that must be done to unlock something.

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  • Ratmaster thank, I have plans to do other improvements but I am still waiting to see if other people leaves more feedback before progressing. How is your experience with battle and player creation? Is it clear how it works? I know I have still to improve and there are some bugs as well.

    I am glad you like The Outermost Bastion

    About the difficulty I try to follow this scheme as normally is used in most games to create alternation between challenging moments and powerful-feeling moments.

    The difficulty also depends on the randomisation of the levels and the upgrades that you have done until that moment. Finally the first 20 levels (the one you can play) are meant to be a sort of tutorial, while after you move on on different territory and will have to start from zero, having new enemies and different upgrades.

    Thank you lennaert, yes at this stage I am running the game at that speed for 2 reasons:

    1 - Give time to the occasional visitor to understand how to move and that they are in a website game and not a normal website. Otherwise they might just die straight away continuously.

    2 - During the visit you will have to create the character at the first location, there your characteristics are rolled and the speed can go up a lot. Even a just single +1 gives lot of difference. Also in the games there are drops and secrets items giving different bonuses, included speed raising.

    Did you manage to create your character or you just avoid the mushrooms and moved until the end of the stage without visiting any location?

    EDIT:

    Sorry, I don't know if it is possible to resize the image. Here is a link to see it properly:

    http://refractedpixel.com/indiedevstories/wp-content/uploads/2011/03/flow-channel1.png

  • Oh, by the way guys, the website is supposed to show more/less according to the window size, I want to play with this function more later on. This will help you to peek some areas and avoid some enemies attack in the future.

    Try to resize the window, it will also make the game faster.

  • I have increased the starting speed by 50%, now you should be able to survive longer the mushrooms

    If you don't see any difference, you might have to clear your cache memory.

  • How did you post this website online?

    I bought the domain and exported the game as HTML5, then just put everything inside the main folder with a FTP software. Usual things as you can do with a normal website.

  • Yes, sometime that bug happens, I still have to fix it.

    While 64x64 UFOs was a game made for a jam that I did in 15 hours, The Outermost Bastion is at the moment the main game that I am developing. Unfortunately due to family issue I had to stop to work on it for 6 months. I had just a bit of time to work on the website that you have just tried. Once the website will be finished I will go back to complete The Outermost Bastion

    Anyway, the website will never be really finished, since it will evolve with the time every time I will work on some new projects

    I am glad you like the game

  • Hi Ratmaster, thank you for playing and I am glad you like the idea. Yes the tide looks not too bad considering that I didn't create with the idea or color swapping in mind, I apply the effect after. I instead used the effect to create the bee flying in one of the flower patches.

    Probably I will slightly increase the speed of the player but it is slow for a reason. While entering the first building (you can do so clicking a first time the door and a second time once open to get in), the character will have their owns stats and might be faster, stronger and ready for the battle. Mushrooms are usually easy to defeat. During the game there are some hidden power ups and pick up. Some already giving straight benefits, others later.

    There's at the moment a way to move in the first building before the mushrooms reach you, you just need to play it around a bit

  • Hi Ratmaster, I link you to the topic about my website just uploaded so you can try it:

    https://www.scirra.com/forum/viewtopic.php?f=180&t=192635

    For you to see the colour changing on the sea and one of the flower tiles do this:

    At the beginning of the game follow the crab while it is going on the right, after it moves back go at the "T" peninsula and collect the red pill.

    Enjoy!

  • Hi guys, I have just uploaded the alpha version of the website for my studio. Its goal is to show the released games and the ones currently under development. It wants to be more an entertaining website rather than a "serious" one, it has to incentive the visitor to explore game after game all the creations.

    The website has been created entirely with Construct 2!

    This is the link:

    http://biim.games/

    I would be glad if you can help giving feedback about your experience, bugs found and suggestion to improve.

    The website isn't finished at all, I just want to get more info to complete the first stage properly.

    Thank you!

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Biim Games

Member since 4 Jul, 2013

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