Ratmaster's Recent Forum Activity

  • Nice work

  • Nice ideas

  • Personally I would prefer an active control on the battle, because right now I'm not sure what's happening, I just know there are dices but that's it ^^

    Having trees that resist to boulders would be a great idea ^^

    Right now I think the easiest way to win is to upgrade weapons first, destroy every single tree with boulders a soon as you can so enemies can't hide, and then regen / upgrade health :-p

  • about fighting and player creation it's kind of confused, I agree with lennaert there is no explanation in the beginning, so you don't know what to do. For example you don't know if you can touch enemies or not (in some games when touching enemies you enter a turn-based fight) Also I think it's a bad idea to put the character "creation" AFTER the first enemies because in this case you can't fight back... Also, doors are a pain in the ass to open, and it's even worse when killing mushrooms are stalking you... If I didn't want to spend time on this to help you I would have closed it too ^^' (And the first time I used arrow keys to control the character, and I couldn't even open the door >_<'

    And I'm still not sure how fight really work, there are dices, someone dies and someone doesn't, that's it ^^'

    About the difficulty in The Outermost Bastion : it felt more like this to me :

    With big difficulty spikes at times, and some kind or boring moments at time because really too easy. Also, it's kind of frustrating that the "cut a tree" is useless because you could just destroy them with a boulder :-/

  • that is much more enjoyable that way ^^ the first time it felt like a mushroom-based punishment, which was kind of awkward XD

    About The Outermost Bastion, it's simple yet challenging ^^

    I think the difficulty is very irregular though, sometimes it feels too easy and the next level is hellish :-p

  • when I tried the first time the door didn't open ^^'

    Now I could enter the first building and upgrade my character, but I found a new bug : I was hit by a mushroom at the exact same time I entere the building, so I had a "game over"on my screen but I was in the building and could continue to play XD

    By the way I like "The Outermost Dungeon" ^^

  • Hi ^^

    I really like the idea of a website which is also a game, it's quite original

    I also think your "Matrix Easter egg" shows a nice way to use the color swap effect for the tide ^^

    However, the player seems a little slow, and the enemies on the map can be a real pain to deal with : there is no way to kill them (if the character has a weapon I have no idea how to use it) and the mushrooms just stalk you wherever you go moving at the same speed as you so you can't escape them and they kill you over and over again, so it becomes quickly frustrating instead of fun ^^'

    Also, I guess it's normal the player can't enter houses for now if it's still under development, but I prefer to list it just in case :-p

  • Hi Ok I'll take a look right now ^^

  • yes let's go for it !

    It sure is a lot more simple with C2, so it would be a shame not to take advantage of it ^^

    I made a few simple games before but to be honest coding can take a lot of time and sometimes bug solving can be really boring ^^' I prefer to think about the algorithm rather than pure code

  • Thanks

    I understand, if you don't really like to draw or animate, Spriter is indeed a good solution ^^

  • Thanks it didn't exist yet when I used this software ^^

    However I still think the animation with spriter looks really unnatural and jerky (even the ones made by the creators of the software) so I prefer to use classic frame-by-frame animation. :-p

    For example I'm very impressed by the work of Paul Robertson (the animator behind games like "Scott Pilgrim vs the World" or "Mercenary Kings"). The character are much more lively and you can't obtain something like that with bone-based sprite animation. ^^

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  • thanks

    Well I tried Spriter but I think animations aren't as fluid and natural as I'd like, so I prefer making classic sprite animation ^^

    Also I wanted to use the color swap feature for a zelda-like and I think spriter is better for side-scrolling games :-p

    If I figure out how to use it properly I could use it for all kinds of assets (characters, trees, FX, etc...)

    I could easily create new sprites with another color every time, but the game would be much heavier, that's why I was wondering what the best choice is >_<' :

    • a lighter game with color swap (I hope it doesn't lag because of it though)
    • a heavier game with no color swap ^^
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Ratmaster

Member since 27 Oct, 2013

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