NoSoul8's Recent Forum Activity

  • Got several visuals for skills updated. Made them brighter. Also added some new floor tiles for diversity.

    Enemies look better flying away after hit by charged bash.

    Attached a gif with a level walkthrough to demonstrate it :)

  • Steamworks has a whole wiki on that.

    Once you are inside, of course.

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  • I really miss the ability to delete game's saves.

    We have Save, Load and Load from JSON action in the System actions.

    But one have to make some not-so-intuitive workarounds to delete save.

    Ashley if it's technically hard to delete a save file from user's device, mb it is possible to build in some workaround?

    Like instead of "really" deleting a file we could:

    - mark it as inactive

    - drop it's content

    - edit and erase it's content

    - flag it for overwriting

    Smth like that to make the save slot empty for user's perspective at least.

    I'm no way an engineer for that, just my thoughts.

  • Great project!

    How much play time do think you'll get out of it? Are you generating missions or do handcraft them?

    Thank you, facecrime :)

    There will be at least 2 hours of play time for a walkthrough. For Steam purposes, you know :)

    Missions generation is combined. When you get a mission you have a corresponding map marker for it. Clicking on that marker will send you randomly to 1 of 4 hand made levels for selected mission type. Part of mission's name is generated.

    Like defeat *gang_nameA* *gang_nameB* to escape. E.g. "Defeat Rusty skulls to escape" - that is just cosmetic.

    There will be 3 acts with their own biomes and enemies. Act 1 is Thugs and city streets for example.

  • Here was a gif of player's room. (removed it because reasons)

    It will be a hub where player will upgrade stats and select a mission to run.

  • I've actively used C2 for 2+ years and released a game to Steam. Was totally happy with it during developing my game.

    But i got into some really heavy technical troubles while putting C2 game into Steam. Like i had to manually edit EACH exported build to add increments (like --ignoregpublacklist etc). In C3 i did it only once at the export screen.

    Also lots of quality of life features were added in C3 like visual array editor and global search (which sold C3 to me - it saves MONTHS of work time even at medium sized games).

    About the deals, as a C2 license holder i got 50% discount for a year of C3 - awesome deal, if you ask me. It was time-limited, and ran for several months or even longer.

    People tend to say that 100$/year is much. I'll tell you that it's GENEROUS and HUMBLE. Average C2 made game makes 100$ a month (actually lots of steam indies earn that much disregarding engine used). Of course, you have to create that average game first, and release it on Steam.

    So yeah, as for me C2 outlived itself and technology moves forward. Even creating a game you can get into position where scrapping a project (or parts of it) is the only reasonable way to move on. So i totally understand Ashley and Tom.

    C3 is already lots better than C2, thanks to dropping aged code parts (was explained in one of Scirra blogs). You feel bad for paying 100 bucks for C2, while you already payed for C2 5 years ago? It's capitalism, ok? Or you want Scirra to maintain C2 until they die of hunger? People have to pay the bills, you know.

  • YT video on me creating a level for the game, check it out:

    Subscribe to Construct videos now

    (had to re-attach it after forum migration)

  • Just for the sake of ppl searching for it on forum:

    How do I upload images to my forum post? Insert image? Add image?

    When you post/edit there is an "IMAGE UPLOAD" window below your text. Select your image and hit Upload button. After it's done you will get image's ID like xxxx

    When you hit the "insert image" button it will paste

    [img]

    Edit it to

    [img=xxxx]

    where xxxx is your uploaded image's id.

    Then save changes/post.

  • Mikal > Really enjoying this, to show my age, it reminds me (in a good way) of playing Smash TV in the arcade (top down and the awesome grunt sound effects.) What will the 'RPG' aspect be like? Will your character develop/upgrade beyond new weapons/items?

    Thank you for the kind words, mate

    The RPG aspect is allocating stat points to strength/endurance. Certain levels of stats unlock the ability to upgrade weapon (for damage) and armor (damage reduction) to next levels. Also the skills are upgrade-able.

    The RPG elements are designed to be not-so-deep, because the main focus is on fighting enemies and progressing through missions, not grinding them for a level up.

    It is already coded and functional, but lacks graphics - i'm waiting for my artist to cover it

  • Uploaded a video to YT - creating a level for the game.

    1 hour in 2 minutes, enjoy :)

    Subscribe to Construct videos now
  • Updated the original post with a demo link :

    Scirra Arcade: scirra.com/arcade/action-games/coldshell-29217

    Download: indiedb.com/games/coldshell/downloads

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NoSoul8

Member since 26 Apr, 2014

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