jbr190's Recent Forum Activity

  • I think it's fine

  • Sounds like a cool opportunity. 2 Questions:

    -Does length of the game matter? For example, would a single level platformer work like in those mini-games like Warioware?

    Knowing this will help people that are considering doing this. Or would you rather have a tight little indie like game jam game with multiple levels (in this platforming example) ?

    -Would the game be included, or would you withhold the 30$ if we were to slip our website or author name into the game somehow? Like a simple text name at the bottom of the screen. I'm really curious on how you feel about that one.

    Thanks

  • Glad you like the tool

    for item 1 you should use source art - transparent PNGs at 16x16 and 32x32 and set the output size to those as well. That way it never has to scale and simply makes variations at that size.

    All your variations will be in the Output folder on saving or random generation.

    The included art won't scale well to very small sizes since the original sizes were pretty large 1024x1024 or 512x512. They were included mainly as examples.

    Though if you want to scale down from 512x512 to 32x32 or 16x16 it is best to make your source art in Photoshop/Gimp using a grid of 32x32 and make sure anything you draw fills up 32x32 (lines, boxes, etc). I noticed this scales down well when doing that.

    Hope this helps - Rigo

    Great tips much appreciated. I didn't consider a lot of that.

  • Are you serious? o.O

    I haven't seen a defender game on the store so it's a welcome addition. The art doesn't matter if you are trying to learn from the code or use your own art.

    Advice to the poster is add different enemies that come on a timer and scale the shooting speed. Maybe a few ways to upgrade your tower or maybe have the monsters drop something that you can collect would be cool

  • This is great software with a number of uses. You can use your own art too. This cuts out A TON OF WORK in Photoshop!

    I have one request to see if this is something you want to do:

    1) This one is probably a bit difficult to program....I work a lot with 16x16 and 32x32 art. The current art is blurry and unusable when scaled down. So if there was another script you can add that will replace every pixel with a square of the approximated color (repixelize it so it isn't blurry) that would be really cool.

    Edit: I found out how to export as transparent PNG. Great feature!

    Those 2 would make this the perfect software, something I've been looking for years. Still worth a purchase now for all the randomized textures, terrain, ect. Good work man

  • The only thing that's slightly difficult is the multiple hitboxes thing - I think C2 only has one collision rectangle. It is possible to work round this however.

    From lurking around the forums, it seems most devs use their own hitbox, just a red square pinned to character and set to invisible.

    And to topic creator, yes all of these things can be done fast and easy with Construct 2 once you learn the basics.

  • Thanks! I've seen mixed results for artists using IndieGogo but have seen a lot of success on Patreon.

    Maybe you can consider releasing content every month and narrow it down more and more with donations to every 2 weeks, 1 week, and progress. Just an idea. Good work!

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  • Yes, you are a programmer. A damn smart one if you use a language that gets the same results in a more efficient and faster way.

    That's right. If you code in C++ or you code in C2. If the end result is the same game, which language is better? The one that saved you weeks or even months of time programming. There's nothing even remotely negative about using Construct 2.

    But that's just my biased experience. I come up with crazy ideas and there is always somehow a way to add them in C2. I'm sure some of you mobile developers will disagree that there's nothing negative about C2. But to any complaints or struggles I can't help but think: would the problem have been any easier to solve in another language from scratch?

  • Good work!

  • Really good work. Would like to see new game modes

  • in a zelda game, IIRC the ennemies are created when arriving to the screen, so you should not have many issues with them as they should be only present in the same part of the world as you,.

    That's great advice! I always find it fun to problem solve optimization issues.

    It can be done but you have to design your game very carefully to avoid per-instance work. If you have instances across that entire layout, then presumably you will be dealing with tens of thousands of object instances, and any work that your events or the engine has to do for each of them will end up being slow - unless you limit the scope of the game to the currently active area. There's more information on designing scalable layouts in the blog post scirra.com/blog/ashley/14/how-render-cells-work how render cells work.

    TBH it would probably be easier to just split up that size layout in to say 16000x16000 sections and jump between the layouts when you get to the edge.

    Thanks for your useful input and advice!

  • Excellent work and example

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jbr190

Member since 9 Jul, 2013

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