Post screenshots of what you're working on!!

  • A casual rafting game, which is actually almost done -

  • mudmask Looks fun. One advice is to remove the buttons and just go left on any touch at the left side of the screen and right on all touches on the right side. Most users are used to that these days and it is a lot cleaner. Just a tip, looks great anyway

  • mudmask that game looks really cool! Have you got the river generating randomly on every play?

    EDIT: reading back through, there is some epically good work posted in this thread...

  • Implemented a rudimentary command console into my gamekit, been working on the builtin debug menu I have already build so this is a new feature as part of it's overhaul.

  • mudmask Looks fun. One advice is to remove the buttons and just go left on any touch at the left side of the screen and right on all touches on the right side. Most users are used to that these days and it is a lot cleaner. Just a tip, looks great anyway

    Hey thanks so much! And actually, I thought about that. Really the touch area is actually the whole left or right of the screen, and the buttons are just kind of there to help out (not sure if that makes sense). It felt a lot less like a game before I had the buttons on there too, but I might still consider either removing them or having an option to remove them.

  • mudmask that game looks really cool! Have you got the river generating randomly on every play?

    EDIT: reading back through, there is some epically good work posted in this thread...

    Thanks so much - while the river isn't COMPLETELY random each time, it's made of random parts that connect together which make different combinations each time. Every time you go X distance it loads another block of level based on the last block's exit point. Not sure if that makes sense! One of those things I came up with laying in bed.. haha

    The grass terrain, the trees and bushes, the clouds, and the little water ripples all appear at random though. It definitely gives the illusion of total procedural generation, but I still maintain control of the various parts of the river so that they're both playable and also look nice.

  • Improved command console and debug. Includes a new /help command (thus the /kill explanation is a test of the command), it's mostly good but could use a bit of tweaking. Will add a feature to click objects/entities to feed their associated metadata to the console log later in the afternoon

  • Improved command console and debug. Includes a new /help command (thus the /kill explanation is a test of the command), it's mostly good but could use a bit of tweaking. Will add a feature to click objects/entities to feed their associated metadata to the console log later in the afternoon

    You've been at this project for a while and it looks great! what resolution are you targeting? or do you have it setup as a variable resolution?

  • > Improved command console and debug. Includes a new /help command (thus the /kill explanation is a test of the command), it's mostly good but could use a bit of tweaking. Will add a feature to click objects/entities to feed their associated metadata to the console log later in the afternoon

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    You've been at this project for a while and it looks great! what resolution are you targeting? or do you have it setup as a variable resolution?

    1280x720, so standard HD resolution but I need to fix some bugs as upping the resolution apparently breaks the zone camera system.

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  • > mudmask that game looks really cool! Have you got the river generating randomly on every play?

    >

    > EDIT: reading back through, there is some epically good work posted in this thread...

    >

    Thanks so much - while the river isn't COMPLETELY random each time, it's made of random parts that connect together which make different combinations each time. Every time you go X distance it loads another block of level based on the last block's exit point. Not sure if that makes sense! One of those things I came up with laying in bed.. haha

    The grass terrain, the trees and bushes, the clouds, and the little water ripples all appear at random though. It definitely gives the illusion of total procedural generation, but I still maintain control of the various parts of the river so that they're both playable and also look nice.

    Yeah what you say does make sense, and its cool! Ive actually just finished a game that uses a *similar-ish* system: infinitely top scrolling, and blocks (prefabs I call them ) are chosen from a group depending on what the previous one was. Then various elements laid on top of those prefabs are chosen and positioned randomly.

    So your game is for mobile right? Will you be putting in ads etc to monetize? Will you be using Cocoon, the C3 build service?

  • Artpunk - well to be honest... I have a top secret plan for how to monetize this project.... But, maybe if you message me... I'll tell you about it.

  • My fan project a little old game

    Play game

    https://www.scirra.com/arcade/adventure ... -bros-6115

  • Made a little localisation system using sprite fonts. I wanted to get the Japanese and Chinese scripts to be smaller but they start to lose clarity at sizes smaller than this.

  • Artpunk

    very cool man,

    I want to do the same but im having enough trouble doing a basic menu that I never want to see menu events again.

    just make sure that If I select Japanese by accident I can find my way back to English.

    ...dont want to end up like Tom Cruise at the start of Edge of Tomorrow.

    edit

    gawd dam, i need to come to this thread more often. This is like the awesome projects section of the forum....gives me a warm tingly feeling looking through them all.

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