Rhindon's Forum Posts

  • bilgekaan - LOL Well, I suppose I could have made it a little easier to understand. This is was just a practice game that I made. Future games will be much more refined. But thanks for giving it a chance!

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    tgeorgemihai - Noted. Thanks.

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    I got a call from Nintendo yesterday.

    They said they received my application for development for the eShop on the WiiU. You can imagine my JOY when I saw the 425 area code appear on my phone (I'm from Washington; I even worked at, not for, Nintendo as a beta tester for Wii Fit). Immediately, I knew they were calling about my application.

    After the phone call and getting all set up in the WiiU developers forum, I informed another friend - already a developer for WiiU via Construct 2 - and he was telling me about the less-than-optimal performance of HTML5 on the WIiU, namely due to lack of WebGL support. Despite my slowly growing knowledge and understanding of all these snazzy features and plugins and whatnot, I'm more than aware of my ignorance on these things. I have a LOT of studying to do...

    So, I guess what I'm writing here about is to ask for your input about your experiences so far. What pointers can you give about WebGL (or lack thereof) issues. Alternatives. TIps. And so on. I understand that the WiiU supports Unity-made games, too. So, it'll be time to start branching out into other game editors... (But I LOVE C2!!!)

    Anything you can offer, I'm sure, will be of valuable help. Thanks.

  • Mrsuzi - LOL Sorry for the confusion. The arrow keys are disabled. The controls to move left and right are the A and D keys.

  • fawdda - Thanks! Maybe now I can make something a little more complicated, eh? LOL

  • lennaert - LOL I'm really glad you liked that bit. Hard any of the "extra" stuff fits the game - it's more of something I kinda slapped together. About the only thing that's consistent is the blocky graphics. The falling Game Over was just me trying to add another touch of silliness.

  • - I WONDERED about the changing BG color! Now I know!

    I'll play a few rounds again and post a pic.

  • lennaert - That's very odd. I didn't turn Game Load indicator off. (Why didn't anyone tell me about POST-release bug testing? LOL)

  • lennaert - All noted. Thank you. I'll get that worked out.

    There is no real "progress" other than that speed indicator in the HUD. It shows how fast you're going. Combined with the number of coins you collect, it's just a matter of getting as high as you can in numbers.

    - NICE WORK! And no, lol, that bird doesn't give up at all. He has issues.

    Did anyone get REALLY close to the bird without hitting him?

  • - Well dude, I must say the visuals are SPECTACULAR and the challenge is steady.

    I do find the inability do anything about the fire rate or the shields to be a tad annoying. An occasional power-up to remove them or temporarily improve your odds would be nice. But that said, it's a CLEAN piece of work! I'm keeping it on my phone.

    And the music is QUITE fitting!

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  • Wastrel - I had about the same reaction. I like lots of action, but that's just insane! I'd have to put half my brain on auxiliary just to keep from shutting down completely.

  • ChrisAlgoo - Such a simple genre yet seemingly requires so much! LOL Who knew?

  • Beaverlicious - I forgot about Safari. I don't even have it on my computer. What problem are you encountering, exactly?

    And yes, the % is supposed to be there.

    pixel perfick - Thanks. And I definitely appreciate the feedback.

    I plan(ned) to add a mouth that randomly changes expressions depending on how close he is to the bird or the coins. Hopefully adding to the humor factor. I'm really glad you noticed that.

    The difficulty factor does start out pretty low and doesn't get much harder even as things get faster. I am aware that...yeah. Again, I was trying to keep things really simple and not complicate the development process. But I do see that it needs some improvement. My main goal was just to get things to work

    I think I forgot to change some text at the Game Over part - you shouldn't have to click at all. Sorry about that.

    peterbot1970 - During the "tutorial" intro, towards the end there are instructions above Mr Blue quickly showing which keys on the keyboard to press (A and D to move left/right, and K to jump, and then hold/release L to super-jump). Again, very sorry for the confusion.

    mrnannings - Thank you. I'm not much of an artist at all so even adding the Particle object for the Egg-splosion was a step-up for me. Everything you mentioned and several other points definitely need LOTS of refinement.

  • GAME: http://elf-games.com/mmiller/Infinite%20Platformer/

    This is a big deal for me - it's my very FIRST publically-released game.

    But, please don't go in thinking it's anything extra special. I surely know it's not. LOL

    The game is the product of a challenge given to me by NotionGames as I progress in learning C2 and the game-making craft. I'm typically the kind of guy who thinks BIG...way too big sometimes. This game is an attempt to keep things very simple.

    Please feel free to leave me your thoughts - good, the bad (but HELPFUL), and suggestions for improvements/additions.

    The game has only been tested on Chrome for the time being. But it's not using anything significantly extra special, so all browsers, I believe, should be okay.

  • - Agreed on the HUD points. I'm still working out in my head how to work the HUD for my main project. My main character is a robot, so I'm trying to incorporate just enough that relays that "you're playing the role of a robot" notion. Where the HUD elements fit naturally and don't feel forced or lacking.

    And, yeah, I know this isn't specifically C2 related, but I didn't know where else to put it. At any rate, I wanted to generate discussion where more ideas would pool in. I just don't seem to see enough of that going on in here.

    TiAm - *chuckles* Okay, if not "minimal", how about "unobtrusive"?