Dernier Cadeau Demo

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  • Ah, I didn't realize custom platform movement wasn't possible in Construct. Too bad. Maybe in a future version?

    It most certainly is possible - I think there are some examples on the uploads forum somewhere.

  • Ah, I didn't realize custom platform movement wasn't possible in Construct. Too bad. Maybe in a future version?

    What Aeal means is there is no way for the player to customize the key controls at runtime yet.

    You can make any custom movement type you want with events, including your own platforming behavior. But the default platform behavior works really well, and it's easy to add custom mods to it. So unless you have a really good reason not to use it I don't see why you should bother trying to make a completely new custom movement. For the most part you don't have to go reinventing the wheel just to make your game.

  • What Aeal means is there is no way for the player to customize the key controls at runtime yet.

    Sorry, my wording was misleading. This is what I meant to say: I didn't realize the player couldn't customize the key controls at runtime.

  • It most certainly is possible - I think there are some examples on the uploads forum somewhere.

    I've seen some threads but no caps. I dont know if I have the know how in construct to make a good movement system on my own.

  • I like the way grass looks how is it done?

  • The entire level was made out of 3 objects. Most of the grass was just something we had done in photoshop and used different opacity's and then layered over each other in our level builder to get the desired effect.

  • Really, that's how you made the grass? I really like the effect.

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  • I love the graphics!

    Man, I wish I had some artistic ability to create graphics like that.

    How long did it take to do up the sprites?

  • We made some changes to our games GUI, as well as the controls.

    The GUI is now located on the bottom, and has a new, almost SNES like, design[ the cursor will be changed to reflect this new GUI design].

    now, all powers are selected by clicking on an icon for that power. the sword now counts as a power.

    The Sword Controls have changed a lot; because we felt it would be odd for the player to not have to use the mouse until the first power is acquired, the mouse will now be used to attack foes.

    Attacking with the sword will now work using one of two ways (we have not decided which yet):

    Plan A: Clicking on an enemy will cause our character to jump at the enemy, and slash when he gets close. he will fall if the foe is too far away.

    Plan B: Holding down the mouse button and moving it across the enemy will cause the player character to attack with different moves depending on the slash direction. The character will still jump at the enemy, and slash when he gets close. he will fall if the foe is too far away.

    Let us know which is more user friendly...

    new GUI screenshot:

    <img src="http://farm4.static.flickr.com/3265/3196314347_b1df74e2bd_o.jpg">

    http://www.flickr.com/photos/34344248@N ... 7/sizes/o/

    Oh, and Luxienai, it takes about an hour- to an hour and a half to make a character sprite depending on my level of motivation

    about a 15 min. to a half hour for animations...

  • I honestly don't think the pixel style of the GUI does mix well with the rest of the game graphics. It just doesn't feel right, but that's just my opinion.

    I can't really decide which of the two possible ways to control the attacking would suit the game better (without trying it out myself). Holding down the mouse button sounds more comfortable though. Wouldn't have to repeatedly click on the enemy like a madman that way.

  • Wouldn't have to repeatedly click on the enemy like a madman that way.

    Rapid clicking would do very little; because, the player would have to wait for the attack animation to stop...

    While the menu doesn't blend now, I was considering a comparison/contrast of the old VS. the new.

    Perhaps I could blend the GUI components if nobody else thinks the Low-res looks good...

    for now though, I want to see it with the new cursor, and a few other touches...

  • I honestly don't think the pixel style of the GUI does mix well with the rest of the game graphics. It just doesn't feel right, but that's just my opinion.

    Agreed. There should be a unified art style throughout the game. And that goes double for the GUI, because aside form the main character that's what the player will be looking at most.

    The layout is good, it just needs to be high res.

  • I agree about the hi res GUI, although I'm not really sure what touches you are referring to. I also think it doesn't need to be quite that big. Maybe I would change my mind on that if I played the game. Overall I think it's a very good change though.

    I suspect holding down the mouse and having the slash direction would be a good way to allow the user to easily perform several different attacks. I don't know about anybody else, but I always have a hard time with those games where you have to do <- + v + -> + jump + attack in order to do a special move.

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