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Messages - Alley

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61
Works in Progress / Re: MATT'S ADVENTURE
« on: January 12, 2020, 11:40:09 PM »
Well, this is early beta footage. I'll try to get every sprite look like nes graphics. And I want to make cutscenes that look like this:

I have seen this game from YouTube and it really has a very nice look and the character, enemies are very unique and interesting also. It is nice to see that I am not the only one always having a different taste and that someone wants to push this look into own game. :) A previous showcase with your video looks awesome too but it looks different from a Messenger game which may not fit together that well. My confusion would be that which one you really want to add to your game? ::)

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General Discussion / Re: Happy New Year
« on: January 01, 2020, 05:15:24 PM »
So, 2019 is behind for some of us, some are still waiting. I wish everyone a successful 2020!  :)
Happy New Year to Everyone! :) And yeah, success is something that is really needed... ::)

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Report a Bug or Glitch / Custom enemies won't appear
« on: December 26, 2019, 02:35:56 AM »
Custom enemies can be placed in the editor and they are working in Enemy test mode. However, when testing a level custom enemies outside of the starting view area won't appear. The exception is that the custom enemy will be created with a spawn command.

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General Discussion / Re: Here some idea brainstorming for Platform Builder!
« on: December 25, 2019, 11:19:42 PM »
Welcome, Debow! :)

I saw a post by a newly active name. I hope this won't be the last one. :)



I voted the question of this topic with "Yes". Although, I haven't thought about it to should be a top priority because PB has quite a lot already for movement but... You actually may be very right. :) A character can do a lot of very skilled things such as high jump, run really fast, perform jump kicks and can do even some things that normal people can't do such as flying and hovering. So the fact the character at the same time can't do so simple things such as crouch moving nor crawling does make any logical sense.

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Off Topic / Re: Merry Xmas Everyone!
« on: December 25, 2019, 11:04:44 PM »
Merry Christmas to everyone! :)

I have given everyone a Christmas present! Go to Platform Builder Explore. A brand new game is available right from me!
If I understand this properly then its a very good and unique way to share present this way in the PB community. O:-)

66
Works in Progress / Re: Jet Set Manic Adventure
« on: December 03, 2019, 03:10:07 PM »
I understand what you are pointing out about but please don't think I haven't considered completely about what I am complaining about!
First I can argue on your own examples if you are trying to say that tiles are not connected in the game showed by you. :) Secondly, you may not understand completely what I am trying to say. To understand, please watch the picture below and answer if you actually understand!


Now, okay, I agree that your Alpha is not too difficult to be polished to look like a game you showed me later. However, you then can make your game look like an old original and PB does have some simple resources to start with such a completely black background. At the end of the development, it should have no quality graphics tiles when being unproperly connected between those tiles. See? Cutting out some lines, shapes, colors from one piece of ground can make a whole line of the ground look all connected.

The final decision, of course, is yours if you still think I am not right about what should you fix but you only can wake some interest by your close friends that way. There is a lot of regular looking stuff already now and people are not going to choose a game for a long gameplay experience where things even haven't been connected.

67

Yep, that was the problem. I need to test somethings but for now it's working even the shadows and the lamps that go on/of are working.





And the feel of the jump is now better too, need some balancing but now I know where I need to look.  Thank you.

This project sets probably the biggest priorities for the game in this community. O:-) I never could think of seeing much better projects than Castle Chamber, ASM and (I must admit also) IGP but it is looking to beat those all although I am not sure about how stable or glitchy your game will be that way anyway... Wow. Your goals are very courageous and seem really confident.
Your first images didn't impress me much but if working with a new system, modifications, more complicated things I don't find a level design to be that important first. :)

Just look you will not get lost already! ::) Although I always try to be fairly tolerant I strive to be critical rather. Your project can win my big praise. :)

68
Works in Progress / Re: Jet Set Manic Adventure
« on: December 02, 2019, 10:20:57 PM »
I just played the game and my opinion remains the same. Yeah, Warrior555MainGanon can be probably right about the game is not being done and so the game may become better also. However, taking this as an excuse, I also can say my opinion is not that good and may change in time when the game gets improved and updated. At the same time, a lot of people here can't keep work with their projects for too long so the games which don't begin big never probably will.

Basically, I started my alternative project same way with a priority to be fast rather than good first but also I added some most important rules, however, like monsters, their roles, when the stronger ones will come, some new ACS functions to make one different from the other, etc. ::) PB is not a complicated application and the most important rules for the beginners should be still at least connected tiles, fitting music, backgrounds and such to gain at least some first interest. Noone asks for advanced systems, such as customs, new sprites music, crushers, lasers and such. Just placing things randomly may also get a developer's brains crashed very soon when it is time to polish things. You basically will need to replace everything.
You even can't plan anything special without building at least the first amateur shapes of the level, without using certain things, etc because that is how it will work. In toolkits, the most difficult moments to create something big is considering with proper choices and positions.

My first suggestions for everyone no matter if they are my close friends or not are that the level tiles must be connected, fitting backgrounds and music, nothing special but still something that looks like a regular game. :)

69
Works in Progress / Re: Jet Set Manic Adventure
« on: December 01, 2019, 07:25:01 PM »
I must admit that looking those images I get a really good nostalgy but I think that in the game it wouldn't hold me for too long. Your random choice of tiles, backgrounds, obstacles and probably even music is not a good skill about how to design your game properly. I am sorry but I hope you will accept it instead of quitting. It is not too difficult to make your levels to look more reasonable using PB. ;)

70
Suggestions / Re: Feature to control with a mouse...
« on: December 01, 2019, 07:15:01 PM »
I don't compete with you with this. :P  Although it may feel somehow honored somehow having a title and name I think I will be never able to be active enough to enjoy my title long enough before the ranking system will be expanded again... ::)
In addition to it, personally I would not consider the "Master Builder" title too seriously because of the posts rather than taking that title more seriously because of the games created. :D

You are free to beat me but you must keep yourself old and moderately active as I am to keep your position. O0

71
Works in Progress / Re: Invasion: Going Personal
« on: December 01, 2019, 05:48:05 PM »
I guess I must admit I even don't understand this Baldi stuff enough... I think I have no time to read and focus this stuff completely and I would have difficult times to start with it because I know I will not become rich after that I have done all that I should.  :-\

Thank you for explaining anyways! :)

EDIT:

No! IGP is already excellent! Kickstarting the game is just for things like smooth animations or console ports! Not like the complete rework of Baldi!
Or... I maybe confused by a Baldi stuff because it may be the game which alone really can't make me any smarter but maybe you just wanted to give me an example.  ??? If removing Baldi from the address and any other content which Baldi has kept only domain name then I can see I basically can do the same... Asking donations to myself and I can say I have seen a lot of such things in my short life time that can help me maybe. So I often have learned something new and learned also no, those things won't help even more than things I have learned previously. ::) So I must say, I am tired of accepting everything new and focusing on new things with hoping when I have old things already unaccomplished.

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Now we also face the problem that even if we would find a way to publish some public announcements fast so we also can get joy from knowing we have something to show we can't hope much for a way to update in Explore currently. :-\

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Suggestions / Re: Feature to control with a mouse...
« on: December 01, 2019, 05:33:37 PM »
You want to make what with this ?
A run-and-gun with mouse aiming ?
Or a point-n-click ?
Oh and also happy 600 replies :)
I think you got my answers to your questions in a topic written by Christian Game Maker. :)
And thank you for your congratulation to me because I just discovered that I was one who just accomplished 600 posts! ::) Also, you have not much to go with it anymore.

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Suggestions / Re: Mouse Command Prompt
« on: December 01, 2019, 05:28:21 PM »
It's nice to see that nice games like this one can give people some extra inspiration. :) And yes, with a suggestion I made being accepted I am sure PB will make some gameplay experience possible to create as seen in the video. ;)

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Suggestions / Re: Mouse Command Prompt
« on: November 27, 2019, 11:40:51 AM »
I really have never expected PB to have features for making 3D games. Doom can be played very easily like a pro using only basic keys with keyboard and mouse and old originals can be masterminded even against the biggest bosses that way. ::) So I felt Doom is a good example to explain my needs but mouse really can make also platform games easier to play. If you want I can improve my example to be more fitting with the platform games but the point for making things more comfortable to control is the same. Watch from below! :)

Although I always like to have some aggressive gameplay experiences in my projects I am sure you may not have to create an action game for this. You also can shoot some type of bubbles and lover bows. Mouse just makes it easier to aim and cuts out the requirement to search for everything important from the keyboard.

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