CairoCreativeStudios's Recent Forum Activity

  • https://www.scirra.com/forum/viewtopic.php?f=180&t=184447&p=1081933#p1081933

    There you can find the original blog post for Byte Sized Heroes. I'm looking for more people to work with. I believe I've already got one person on the development team. Basically, what I'm looking to do is build the game alongside other indie developers.

    Thanks to the XML based project structure, this is easily done.

    Let me know if you're interested, I want to build a team, and push this to completion.

    I cannot pay, at least not yet. The game's Kickstarter won't be made until it's big enough to market itself with quality.

  • My only experience in this field would lead to a server that parses PHP that runs C++ code to take control of the game. But, that'd take a LONG time to implement.

  • Byte Sized Heroes

    This is a very early release, as a demonstration of the games current progress, and does not an accurate representation of the final product.

    This version is free to share, and open source. The version here will be the Open Shareware version, which will be smaller than the full game, but open source.

    Byte Sized Heroes ~ Free Shareware Release

    https://www.scirra.com/arcade/fighting-games/byte-sized-heroes-prealpha-12754

    A game that can best be defined as MegaMan ZX and Smash Bros. having a baby that was raised by Super Metroid and modern Sci-fi shooters. Byte Sized Heroes takes you on an action platforming adventure with a young robot trying to find his reason for existing, while fighting for peace in a war fueled by hatred, discrimination, and deceit.

    BSH gets most of it's inspiration from the MegaMan games, with specific design and development choices that reflect those of Nintendo's Shigeru Miyomoto and Yoshio Sakamoto, such as teaching the player through use of the mechanics, by demonstrating their functional weakness through half of a level, giving them the tool to overcome that weakness, and use that tool to complete their objective.

    Byte Sized Heroes takes gameplay mechanics strait from Super Smash Bros. All aspects of the game will be multiplayer, including the ability to cooperatively explore the overworld, Nevia.

    Story

    Our young protagonist, Byte, will be taken along a pretty open journey with slightly branching paths. Although the story will not have a profound impact on the gameplay, and it won't be littered with cutscenes; story will play a big role in the game.

    Taking inspiration from real life events and situations, Byte Sized Heroes acts an a narrative catalyst of your beliefs, allowing you to takes actions for what you deem the greater purpose, with no lasting negative impact, apart from losing a beloved character. The purpose of this: to be truly open. No propaganda, just you, and what you believe is best for Byte.

    The Story is very detailed, spanning (limited to) the length of three whole games. Though, details of the story will be shared later down the development process, so they can be shown with more quality.

    Limitations

    Byte Sized Heroes' pre-alpha has been developed by one man in two months while also working a full time job. It's been a taxing mission, but one I will overcome. Whether a Kickstarter will be made depends greatly on how quickly the game grows. I see no benefit in a Kickstarter if it doesn't allow me the time off of working full time via my other job to develop Byte Sized Heroes. I simply want to get it done. Done well, and make it GOOD. Case and point.

    Another year and a half of development is planned for the game, with a beta tba sometime in March.

    Goals

    My goal with Byte Sized Heroes is to develop a game that can become popular enough to be known well for a variety of reasons. After that, the next titles will be developed in Unreal Engine 4, utilizing my UE4 pixel art shader. It will stylistically look quite similar, but will have much more fluid animation, movement, and cinematics; as well as have much more detailed artwork, with real time lighting, and much more depth to the world of Nevia.

    My Request of You

    If you want to see this game go somewhere, help me out. All I ask of you is to follow me on Twitter and share my game with your friends. I don't need your money, I need your support to make this game happen. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://twitter.com/theChayed

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  • , The minimap inside the globe is just for looks really. Remember that appearances are important too!

    But yes, the same can be achieved easily, but to be able to do it will be quite odd, because you'd have to make a background the size of the viewport, and shrink it to the bottom when the player loses health. It'll look cool, but it has a weird application.

    Basically, everything inside the globe is what is inside the viewport. I might be able to change it, but it wouldn't work for my purposes if I did.

  • https://www.dropbox.com/s/wz0chimwopgwm ... d.zip?dl=0

    The map at the bottom right was created using it. Basically, it takes color and specular lighting out of the Crystal Ball effect, and allows you to set it's U,V positions on the screen. (0 = left, 1 = right, etc.)

    To replicate the minimap effect, you will have to set the actual map size to that of your viewport, then add this to the layer of the map. Then just move and size it to your heart's desire.

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  • XpMonster, Sorry, I'm not going to be finishing that tutorial any time soon.

    Instead, I'm going to give out the source .CAPX for the "free" version of my project, which includes the techniques required to save and load map data in the way you're wanting to do.

    The only difference between the way I was going to teach how to do it, and the way I'm doing it in my game, is that all maps are going to be created inside an editor, and then display on one half of the layout. This allows split-screen players to adventure through a big overworld, while existing in two completely separate levels at the same time. It's pretty fucking awesome.

  • , This really is quite simple to work around. A day's worth of work to implement something isn't really that important as a basic engine feature.

    Though, making an expandable UI, that'd be an interesting way to go about that kind of issue. I doubt we will be seeing that with C3, but clearly there are a LOT of things that can be changed about C2 that probably will be. I'm sure it will be quite different.

    TRMG, That's alright. Construct 2 was made for that kind of purpose. What you're asking for is pretty commonly done easily in programming (well, not usually done, but easily done), it's just a matter of knowing how. Programming knowledge DOES go a long way with Construct 2, so I'd recommend you look into programming after you've finished your game or something. It really helps.

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  • https://www.scirra.com/manual/149/function

    It seems as if you don't understand what Functions are, I would look into it, especially if you plan to start programming one day. Basically, EVERY action and condition in Construct 2 is a "function", although the Functions in C2 are just a tad different, they're functionally identical.

    Past learning how to use Functions, do what Ashley said.

  • >

    Donuts ‘N’ Justice

    >

    >

    > Donuts ‘N’ Justice is a fast-paced 2d horizontal shoot-’em-up wherein you take the role of one of two

    > Super Cops in the 1980s to defend their city against gangs, violence and corruption.

    >

    Interesting =]

    If this game had co-op, this would be a nice throwback to games of the SNES/Genesis era!

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CairoCreativeStudios

Member since 22 Feb, 2014

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