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  • Thank you very much! I just wishlisted Death Trap Mountain. Keep up the great work!

  • What has helped me stay on track so far are two things mainly:

    - A precise roadmap with a clear beginning and end, ticking things along the way.

    - When you no longer feel as motivated to work on something, work on something else. If you're working on the events/actions, then go work on the audio, or graphics, or marketing for a little while. That way, you can come back to it later with renewed motivation.

  • Thanks a lot! The game definitely needs more polishing everywhere but it's slowly getting there. Thank you for taking time to write all of this.

    Regarding the burning cards, I created 10 different burning animations with a burn effect in After Effects, with an identical layer but different color slightly offset, so they're a transparent png sprite on top of each card. I followed some tutorial and customized it to my needs for the cards.

  • Hey everyone,

    I released my very first Construct game over 10 years ago. A lot has changed since then — the engine, my skills and projects — but I’ve always come back to Construct because it just clicks with the way I like to create.

    I’m finally ready to share my latest project: Rochinko, a dark fantasy pachinko-roguelike built in Construct 3.

    You launch magical orbs into boards full of monsters and treasure, and physics takes over from there. Each run is a mix of chaos and strategy, with hundreds of items, ball upgrades, and night events tying into the lore of the world.

    I just put together the first trailer, and it feels surreal to see it all coming together after working on it for almost a year now:

    Subscribe to Construct videos now

    Would love to hear what you all think, especially from other Construct devs who know the grind behind getting a project to this stage.

    Thanks for checking it out, and thanks to this community which is part of why I stuck with gamedev for this long.

    – Mike

    (Steam: https://store.steampowered.com/app/3959730/Rochinko/?beta=1)

  • Alright, I'm going to give a look at all of this. Thanks a lot Ashley!

  • Hey Ashley, thanks for the reply. I hesitated tagging you as I thought only people with "under the hood" knowledge would know about that :)

    Actually, I initially started exporting through WebView but I went to did a demo of the game and it crashed on my laptop. It is a 1.6 Gb project with 100 small videos used for backgrounds and it crashed on what I assumed was a bug because of videos.

    But more importantly, I need to be able to save files like every game does to the UserFolder located in "C:/Users/UserName/AppData/Roaming/GameFolder/"

    And right now, only NWjs can do that AND it's compatible with Mac and Linux folder system. It has the "NWjs.UserFolder" expression that the FileSystem object doesn't have so it's rather crucial for me.

    Regarding my initial question, I understand the minification process protects exports BUT, since the game is still in development, I do not want to send exports to anyone and the Remote Preview tool is perfect for one-shot testing sessions. My only concern was that perhaps the downloaded content could be copied, kept and dissected even after the remote preview ended.

  • Hello everyone,

    I've been working on a game for 10 months now. The demo is ready and I'd like to be able to let people test it remotely. The game needs to be launched from the NWjs Preview module to be able to benefit from local file read/write functionalities. Everything works great. (I specify it's the NWjs version in case it changes anything).

    My question is: Since all the files needed to launch the game are downloaded by the computer running the Remote Preview, is it possible for someone to easily copy all the files of the game? Are they all temporarily stored in a folder that's easy to find for someone tech-savvy?

  • Hi there! First of all, congratulations on releasing your demo! It is a big step!

    I was checking the "unanswered posts" and saw that a lot of work obviously got into this.

    Everyone knows Solo game dev is one of the hardest things ever because you have to do EVERYTHING. You're doing a lot of things right so I will only focus on a few points that I noticed and here's what I would do if I were you:

    - The teaser is way too long. It needs to show key elements of your gameplay. What makes its uniqueness. Your selling points need to be things that are original and unique. I saw "Kill your opponents", "An action roguelite where you can break bones", these sound way too generic. Also, the text at the end says "Sign it now". I'm not sure if you meant "Whishlist now" or "Try it now".

    - I unfortunately couldn't try the demo because my gamepad is somewhere in a lost box on a shelf, and I was sad to see there was no keys mapping for keyboards. For me that's a big big thing you need to implement. The possibility for players to use both.

    - Third and last point. Screen readability. Your environment backgrounds and your characters are blending way too much. They are in the same color tones which makes it a little hard to see what's happening on the screen. Screen shake and flashes add a little dynamism but overall readability is very important. Perhaps make the environment darker. I'm not sure if that would require a lot of work to change that but I believe it's quite important.

    Don't hesitate to up this post if you decide to include keyboard control to your demo, I'd love to try it.

    Good luck ! You've already done a lot.

  • It is too bad when people create example files but they get deleted. :/

    lionz

  • Hi there! Could you give us as much details as possible on your issue please?

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Telyko

Member since 30 Mar, 2013

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