y2j's Forum Posts

  • There's free demo versions, and there's paid versions which are still growing and are out there on the market. They are both platformer games.

    Full versions here:

    jamestown.itch.io/star-cao

    jamestown.itch.io/the-good-game

    Free demos here:

    construct.net/en/users/37167/y2j/games

  • I tried this timer. Just dashes automatically without double tapping the right and left keys. Needs to dash on the second time I press the left or right keys.

    I just fixed it, put a wait 0.1 seconds before:

  • Trying to do a fast dash forwards. How do I do a double tap left or right with a keyboard? So that the game would do a fast dash when I do a double tap.

  • My game has currently been updated. Added a few powerups, enemies and expansions.

    Game is available for desktop and mobile.

    Any feedback on the game would be great, even the graphics. I'm just getting started creating the games. And let me know if the shooting doesn't work properly or something.

    Improved the tile set too.

    construct.net/en/free-online-games/good-game-82201/play

  • construct.net/en/free-online-games/good-game-82201/play

    My demo work in progress is uploaded and ready for trying out.

    And my latest screenshots, 4 enemies:

  • youtube.com/watch

    Updated graphics.

    I probably don't need the aircraft moving in the background, might be confusing.

    The music, not added to the game. Anyways, how shall I change the music? It's important to have good music in a game too.

    Used EZ Vid app, and having to play music in a background.

  • How are the graphics?

    Using aseprite, and mostly the citrink color palette

    And the top bar is the health bar.

    youtube.com/watch

    Gameplay in action.

  • How do you do the tile sets and backgrounds in 3D and convert them into 2d?

  • Using Blender for computer animation, and getting a character animation from Mixamo. If I get the camera set up properly. I can put him into a platformer game with the run, jump, duck animations and stuff.

    Sometimes it's easier to do that than to draw the animations using Aseprite.

    -Does it still look good in a platformer game? Or is it better if I just draw the animations in Aseprite?

    Also I wonder if the tilesets & backgrounds are used in 3D computer animation software too. If there's a way for doing that.

    Can a platformer Construct game look good with that method? Or would I be better off learning more about pixel art?

  • I've got all the mechanics done in a platform game. Now I just need to work on the graphics: the characters, UI, parallax, tile sets, VFX, animations. And the layout.

    People around me aren't really too into game development. More of a get out of the house type of mentorship.

    Currently I'm working on the tile sets.

    There's other stuff that has to do with graphics, the pixel stuff, using aseprite. Which is often used in Construct.

    Wondering if there's a forum, community for the graphics. Doing stuff like the tilesets, the FVX, character animations, backgrounds.

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  • Good point. Could make a tutorial link on youtube. Or would it be better for an in game tutorial?

  • Working on a Space Invaders like game, renamed "Star CAO".

    Will this game sell?

    And being Canadian, I'd like to know if it's a good idea to post on a different platform than Steam Engine. As the tariffs are in effect.

    About this game. It's like an enhanced version of Space Invaders. Bottom row, more like the alien monsters, biological. Middle row, mechanical. Top row, more like Tron.

    -Can upgrade the ship's speed, armor, fire rate and jump power.

    -Can also get out of the vehicle and shoot the aliens.

    -Have to go up above and collect artifacts before entering the next few levels.

    -Can collect upgrades for the player too, as well as the vehicle.

    -Has end bosses.

    -Has items to buy and can use on the side, bombs, mines, turrets that shoot up, energy shielding, and these laser bricks. Can place them anywhere and walk on them.

  • Screenshots above. I'm working on a game, it will become quite versatile. Ability to exit vehicle and have to do things on the side. The 3rd screenshot is done with 3D graphics, with Blender. The rest is done with Aseprite.

    How are the graphics? The backgrounds? Supposed to be a desert background. Wondering if it's better to implement 3D graphics, probably faster in the long run. Or to learn how to texture objects in Aseprite, making them look organic, metallic, or whatever.

    Some pixel games it's hard to tell with objects whether they are organic or mechanical.

    Tagged:

  • It would probably be easier if I were to add pictures.

    youtube.com/watch

    A demo anyways.

    All the same game, get to fly around in a ship too, and go to other planets.

    It's been made a while ago but not brought out yet, I'll have to recreate it because my files were not saved. I'll make an improved version of it.

  • Title: Star CAO, a space invaders like game, + I added a lot of cool stuff:

    I am working on a Space Invaders like type of game:

    As well as different colors, they are different classes and textures:

    The bottom row are biological aliens, like the H.R. Giger type.

    The middle row is robotic, just like Transformers.

    The top row is like the Tron vehicles.

    I replaced yellow with purple, because I don't want them to look like bumble bees.

    I have this feature where the player can exit the vehicle and move around. There's also things I can add to the level like:

    Towers that shoot upwards

    Bombs that can be dragged and dropped onto a cluster of enemies

    Mines that can be set in place and goes off when tripped on

    Shields that protect the player

    Falling cash from the killed enemies

    A shop to buy these items, and upgrade the vehicle

    The vehicle can also jump and crush the enemies, with the right upgrade

    A map overview for multiple levels

    Glowing laser bricks, the blocks between the player and the aliens

    If the invaders can reach the ground, we don't lose. The player can still whack them with a bat or shoot them.

    How does this sound? What could it use? And what could it do without?