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  • Windwalker That's really nice to hear. Thank you!

    Playing with keyboard for this type of game turn things way more difficult. I tried playing Celeste with a keyboard just for the experience and It's really hard. Also, I'm actually extending this tutorial, so I can introduce everything slower. About the deformation, you mean It's too much?

  • Windwalker That's really nice to hear. Thank you!

    Playing with keyboard for this type of game turn things way more difficult. I tried playing Celeste with a keyboard just for the experience and It's really hard. Also, I'm actually extending this tutorial, so I can introduce everything slower. About the deformation, you mean It's too much?

    Nah don't worry about the keyb controls being difficult, I'm really not used to platformers that's all. Had a similar time getting used to the controls of meatboy and blasphemous as well.

    Regarding the deformation, it currently looks like it's just a simple change in length and width. I understand that with a simple shape like an orb this should be enough, but the elongated form during it's movement needs something to break out the steorotypical mold. The deformation during wall climb, for example, is perfect, and perhaps the same is true for the slide. But the deformation during the dash moves needs something, I'm honestly not really good with describing it using design language, but this was "the only" true negative I could feel the first time around, and was a minor one.

    Now I have some time and will play again.

  • Windwalker That's really nice to hear. Thank you!

    Playing with keyboard for this type of game turn things way more difficult. I tried playing Celeste with a keyboard just for the experience and It's really hard. Also, I'm actually extending this tutorial, so I can introduce everything slower. About the deformation, you mean It's too much?

    Alright, here's what I came up with after playing some more...

    No diagonal dash after double jumping. Straight dash still works.

    The deformation thing is also true when moving straight, the frame(s) when jack is really low towards the ground, the deformation on his inner pixels stretch it beyond the “resolution” of the game, losing the pixel perfect atmosphere. You can see the two horizontal dark grey lines in his “chest” become paper thin lines, instead of changing into a new pixel art sprite overall.

    Couldn’t get past the second stage of the purple guy. Can’t dash through the boxes. Can’t attack. Can’t jump on top. Failed to deduce. Instructions unclear 

  • > Windwalker That's really nice to hear. Thank you!

    >

    > Playing with keyboard for this type of game turn things way more difficult. I tried playing Celeste with a keyboard just for the experience and It's really hard. Also, I'm actually extending this tutorial, so I can introduce everything slower. About the deformation, you mean It's too much?

    Alright, here's what I came up with after playing some more...

    No diagonal dash after double jumping. Straight dash still works.

    I just tested the same version you played and It's working fine. I never got any report of that before you. Are you sure you tried the diagonal dash instead of horizontal/vertical?

    The deformation thing is also true when moving straight, the frame(s) when jack is really low towards the ground, the deformation on his inner pixels stretch it beyond the “resolution” of the game, losing the pixel perfect atmosphere. You can see the two horizontal dark grey lines in his “chest” become paper thin lines, instead of changing into a new pixel art sprite overall.

    There is a bug when the player deforms a lot when he lands and It's in the fix list already(thanks for pointing that out), but the deformations are done mostly by events and in some cases by tweens and by frames. That's really the goal here, not a mistake. I want to create a super smooth deformation so I did It accordingly to player's vecX and Y when It's applicable.

    Couldn’t get past the second stage of the purple guy. Can’t dash through the boxes. Can’t attack. Can’t jump on top. Failed to deduce. Instructions unclear 

    I see people finishing and others having some trouble finding what to do, even with a message explaning the smash ability and how to use it. I'm already in the process to make things more clear and It will be in the next update, but It's all working there.

    The crates are destroyable only when you kill the boss, which is something I'll make more clear too.

    Sorry to ask but are you saying It's not working or you couldn't figure what to do?

    Did this message explaining the smash ability appeared to you?

    Thanks for the inputs buddy! ^^

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  • > > Windwalker That's really nice to hear. Thank you!

    > >

    > > Playing with keyboard for this type of game turn things way more difficult. I tried playing Celeste with a keyboard just for the experience and It's really hard. Also, I'm actually extending this tutorial, so I can introduce everything slower. About the deformation, you mean It's too much?

    >

    > Alright, here's what I came up with after playing some more...

    >

    > No diagonal dash after double jumping. Straight dash still works.

    I just tested the same version you played and It's working fine. I never got any report of that before you. Are you sure you tried the diagonal dash instead of horizontal/vertical?

    > The deformation thing is also true when moving straight, the frame(s) when jack is really low towards the ground, the deformation on his inner pixels stretch it beyond the “resolution” of the game, losing the pixel perfect atmosphere. You can see the two horizontal dark grey lines in his “chest” become paper thin lines, instead of changing into a new pixel art sprite overall.

    There is a bug when the player deforms a lot when he lands and It's in the fix list already(thanks for pointing that out), but the deformations are done mostly by events and in some cases by tweens and by frames. That's really the goal here, not a mistake. I want to create a super smooth deformation so I did It accordingly to player's vecX and Y when It's applicable.

    > Couldn’t get past the second stage of the purple guy. Can’t dash through the boxes. Can’t attack. Can’t jump on top. Failed to deduce. Instructions unclear 

    I see people finishing and others having some trouble finding what to do, even with a message explaning the smash ability and how to use it. I'm already in the process to make things more clear and It will be in the next update, but It's all working there.

    The crates are destroyable only when you kill the boss, which is something I'll make more clear too.

    Sorry to ask but are you saying It's not working or you couldn't figure what to do?

    Did this message explaining the smash ability appeared to you?

    Thanks for the inputs buddy! ^^

    Hello. Quick responses: Later found out that, if I press the up arrow first instead of right or left, then I can jump diagonally even after the second jump. This is difficult, however, since I'm usually already pressing the left or right arrow to initiate the first jumps, so I have to let go of it, then press up, and then left/right, and then x.

    The deformation as you describe breaks the pixel perfection, and that's what I was feeling but was unable to express. I understand the need for smoothness, and if that's your cake, then you are good to go, but pixel art lovers usually are obsessed with such things. I suggest you alter the sprite in the final stages when the deformation is too much to a version with no body texture, so that the defect is minimalized.

    Didn't get that smash attack message at any point? I think I accidently made that attack once, when we were still underground. That being said, the guy has pointy spears above his head, so it "feels" like it's a bad idea to jump on him, even with an attack.

  • Windwalker You don't need to worry about the order in which the arrow you press first, the diagonal dash is performed either way. It's something so simple and tested so many times... I've tested, other people too. I really don't know what you are doing buddy, so many things you are telling me that no one else reported. Anyways, keyboard will always be a hassle to play with in platformers. Also, bear in mind that some keyboards has some limitations. This one I'm temporaraly using has it. I can't press shift + up arrow + right arrow. The right arrow key doesn't work in my case, but It does on my main keyboard. That seams to be your case.

    Good point about the spears, I thought no one would cares about it but I was wrong haha. Gonna do some work around it. Thank you very much ^^

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    Still chipping at this thing.

    I adore games with multiple playable characters, so I couldn't resist implementing that feature before things that might actually be higher on the priority list ! I'm also a Kirby fan, so it had to be Meta Knight (his sprites were taken and edited from the Spriters Resource) ;)

    It's most likely going to be like some of the Kirby/Castlevania games : Main character is versatile, the others are specialists/gimmicky.

    I can't wait to come up and add really stupid secret characters, though that's waaaaay later down the road, I'm getting ahead of myself as always x)

  • VonFirflirch this is awesome and so cute! Itches the perfect places in the nostalgic spots! NPC's are varied and quite expressive. I love it.

  • A vine animation I did for another trap. Soon I'll post a link to a new demo with A LOT of changes and improvements based on people feedbacks. Thank you everyone who had time to play and help!

  • Hello all, hope everyone is well. I released a game this week.

  • Messing with infinite terrains. I'm really keen on turning this into a game.

  • Messing with infinite terrains. I'm really keen on turning this into a game.

    These type of games are really hard. Especially If you choose to populate the world procedurally. I hope you get it.

  • The new version of Jack's Journey is out! Any feedback is much appreciated!

    Play it here: ahsen-games.itch.io/jacks-journey

    Overall, I think the project is much better now, so I'll start to create the game content from now on.

    LukeW and Windwalker, If you could play it again would be awesome for me. Your experience in the older version and in this one would give me a valuable feedback about the evolution of the game in general

  • The new version of Jack's Journey is out! Any feedback is much appreciated!

    Play it here: ahsen-games.itch.io/jacks-journey

    Overall, I think the project is much better now, so I'll start to create the game content from now on.

    LukeW and Windwalker, If you could play it again would be awesome for me. Your experience in the older version and in this one would give me a valuable feedback about the evolution of the game in general

    Your game is very impressive! Great graphics, sound, animations, and polish. I don't have a controller to play with but a keyboard. I did find the Shift key a bit challenging to walk climb and slide, but maybe with a bit more practice. I guess I was expecting him to stick automatically if I push against the wall versus having to press a button to climb or attach to wall. Still, it's very inspiring to see this game. Good luck to you!

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