Grimbarian's Forum Posts

  • Who is in for round 2?

    Sure - why not.

  • Grimbarian That's really cool! Nice replayability with the branching story, and the boss concept is a neat design. Lots of potential there.

    If you package it up into a zip you could easily put that in on the current ShmupJam page! We'll feature it on our list as well!

    - Thanks - it needs a lot more to be a full game, but it's one I will take further forward as I enjoy it and most people that have played it have too. I'll zip it up tonight and drop it on the page.

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  • Although not part of this Jam - I made the following over the 48 hours of the Global Game Jam last weekend...

    http://grimbarian.itch.io/ion-insectum

    I love the shmup genre too, always want to try new ideas in it - so for the jam the shooter I did could also be completed (if you choose) without firing a single bullet... Even the Boss battle (if you choose the run away option that is!)

    Will check out your game as soon as I can.

  • Just thought I'd share where I got to using Construct 2 as my game engine of choice for this years Global Game Jam - the first Game Jam I've ever entered. Hope you'll give it a quick play.

    http://grimbarian.itch.io/ion-insectum

    We were given a theme, and then 48 hours to make a game using that theme. All graphics, sound, and gameplay were sourced/created within those 48 hours.

    My game is an old school 2D side scrolling shooter, that also includes choices on how to approach each section - including the boss battle. The game comes from a time when shooters were difficult!

    I plan to expand the game as I only got one level done in the 48 hours we had. The expansion plans include more levels, but it would be great to have feedback on what other choices players would like that would give variation to the shooter theme. At the moment, the player can complete this level without ever firing a single bullet - Something very different for a shooter...

    The game is based on the Construct 2 "Flying Along" game example.

    You can read more about the Global Game Jam here: http://globalgamejam.org/

  • kraed - I think the configurations that part12studios is talking about is the setting up of your development environment. This involves downloading JDK 7 & JDK 6, apktool and the Android SDK. You then have to do a bit of setting up to get the tools that OUYA have built to work.

    As mentioned - it's not too bad, but the step by step does miss some info that I (as a real novice) needed. I could help with a step by step if needed (might do one on my website actually...)

    Medium to large games - I've no idea. I'll have more idea about that as I get to the latter stages of my game though.

    I guess in theory you may be able to use this as an alternative method to export for mobile - although I'm not sure it brings any advantages over the phonegap method. I don't know for certain on that though... maybe I'll give it a try tonight an see with the C2 space shooter sample project. I'll report back if I do.

  • Just wanted to throw in a thanks to both you (@part12studios) and Tim at OUYA for all the great work you've done on this and the Construct 2 > OUYA workflow.

    I've been messing about with OUYA stuff for a while with Construct 2 but nothing serious - just one small free game.

    I got the workflow that Tim and yourself have been working on sorted last night, and it was great to see 'proper' OUYA controls and IAP working perfectly. Like you say - a few hoops to jump through, but I'm a complete novice when it comes to these things and even I managed it!

    Looking forward to seeing more OUYA games, from me and other C2 users soon.

  • As for this Oddity Engine - I'll check it out and see if it has Behaviors and Events that I can snap together - like Construct 2.

    Not yet it doesn't - however the creator of the software wants to take it down that route of simplicity.

  • What you want (except point 5!) existed many years ago.

    It's unsupported now, and it's use is dwindling - but you can still get 3DRad from here: http://www.3drad.com/

    It's the easiest 3D game creation software I've ever used.

    There are a few old users of this and it's precursor (3Impact) around, with a view to putting a similar "ease of use" UI on the quite brilliant Oddity Engine: http://oddityinteractive.com/html/features.html

  • I tried Crosswalk last night for the first time in ages. I exported a game I already have working on the OUYA console via Cocoon JS, and another game I use for controller testing (a 2 player twin stick shooter) - both to the OUYA console as I wanted to test performance and controller.

    The performance on the twin stick shooter was ok - not quite as fast as CocoonJS, but pretty good nonetheless. However the controllers (OUYA and PS3) wouldn't work properly. Both pads only controlled the movement of player 2, and neither would fire at all. (Both pads work perfectly and as intended via CocoonJS).

    The other game that I already have working on OUYA I wasn't able to get past the menu screen as neither controller would detect button presses.

    Does anyone else have any experience with the gamepad object controllers not working when exporting via Crosswalk? If you have it working how did you achieve it please?

  • One thing that didn't come out in our discussion is that Cocoon can also work as an Ouya exporter. Anyone actually used it to release a game there?

    While I didn't personally fiddle with this specific option yet, I consider it relatively important. Are there other tools/ android based exporters that can be used as alternatives to CJS for this?

    Does anyone have an answer to roberto 's post from earlier in the thread please?

    I released a Construct 2 game on OUYA via the CocoonJS method and it played very well - but i've never had a game working satisfactorily via Crosswalk (although not tried recently!). Does anyone know if Crosswalk works and exports for OUYA now? (I did see a positive post about Amazon's FireTV)

    I'll try tonight if no-one comments.

  • Apologies, thanks for the link zenox98

    Admin/Mod - please delete.

  • Sorry if this is covered elsewhere, but I just came across this blog post by Ludei:

    http://blog.ludei.com/cocoonjs-updates- ... evelopers/

    I only stick on the latest stable releases of Construct 2, so haven't seen this for myself yet, but pretty disappointed if this is the case.

    I've used CocoonJS pretty much exclusively for the game and demo's that I've put together so far as the performance on my Android phone's, tablets and OUYA console has been much, much better through CocoonJS than PhoneGap or the other Android export options.

    I'm sure there's a reason for this (I trust the development of Construct 2 completely), but am left wondering why this is the case and if there's a way to improve the performance of my games via the alternative Android (which, along with PC/Web, is my prime target market) export methods.

    Thoughts? Discussions?

  • Thanks for the replies people.

    rho - yep, still a long way to go and a lot of refinements to go in - including the tank collisions. Early feedback has had solid frame rates on most pc's so may be using physics here for these.

  • First thing in my head is to have a global variable that mimics the points, but resets on each 10.

    So, whenever your event adds to the points variable, have it add to another variable too. Then reset the second variable every multiple of 10 and add 1 to speed.

  • Thanks Silverforce - appreciate the feedback.