Bumper's Quest (New Video)

Show us your completed creations made in Construct 2

Post » Wed Nov 30, 2011 4:17 am

Last edited by Tokinsom on Sat Jun 21, 2014 11:35 am, edited 2 times in total.
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Post » Wed Nov 30, 2011 4:25 am

Keep up the good work!
I know it'll be awesome XD
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Post » Wed Nov 30, 2011 6:14 am

This looks really great Tokinsom. Very good job of all the team so far.
A few questions to start, is this webGL or strictly canvas ? And what browser for the render ? I'm guessing chrome. Finally what screen recorder did you use to shoot the video ?

A few notices about the game. It is strictly from seeing the vid, the result in hand might give a different feeling.
The plant in between 3 platforms, requiring a "tornado jump" (around 1:43) took you three trials compared to the fluidness of the rest.
Is this peculiar place of the level too hard/badly adjusted to the keyboard controls ?
It sorts of break the flow of the vid there, arising interrogations.

The looping of the music is a bit abrupt (1:23 - 1:24), better smooth it a bit before the completion date .

Else, this looks like some platformer made by and for those who love platformers.
This also looks like a nice game to promote C2 once it is out.

Once again, good job, can't wait to see the final product.Kyatric2011-11-30 06:14:26
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Please attach a capx to any help request or bug report !
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Post » Wed Nov 30, 2011 6:36 am

Thanks guys!

@Kyatric
Strictly canvas. WebGL works OK with this, but it won't let me zoom in without blurring the graphics (point sampling doesn't seem to work) and causing some other problems.

Yeah I use Chrome with GPU Accelerated Canvas 2D enabled, and FRAPS for recording. It actually runs at a (mostly) smooth 60fps but I think youtube caps it at 30fps.

About the Bulloom (flower enemy) part.. I just kept doing the spin attack too early! You can jump on that enemy instead, but it's kind of risky as it spits those projectiles straight upwards. It might be a good idea to shrink those gaps a bit though.

I don't think there's anything I can do about the music looping. It just doesn't loop instantly in C2, and the pause is pretty noticeable. I tried pre-loading the music but it didn't make any difference. The intro is a lot 'softer' than the ending too, but that's only half the problem!Tokinsom2011-11-30 06:54:33
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Post » Wed Nov 30, 2011 6:43 am

Wow. Amazing. When finished, this will make those who see C2 as a toy think twice ;)
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Post » Wed Nov 30, 2011 8:26 am

Wow, looks nice. Keep on!
Three question:
1.The stone enemy. Is it a plattformer?
2. How did you made the diamond dissolve at the end? Looks very fluid.
3.What is the resultion of the project?TastyBytes2011-11-30 08:30:56
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Post » Wed Nov 30, 2011 11:17 am

wow ! fantastic work ! cant wait to play it ! keep up !
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Post » Wed Nov 30, 2011 4:12 pm

Looking forward to playing the finished product. And we are not even at the half way point in this competition yet.
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Post » Wed Nov 30, 2011 4:44 pm

[QUOTE=TastyBytes] Wow, looks nice. Keep on!
Three question:
1.The stone enemy. Is it a plattformer?
2. How did you made the diamond dissolve at the end? Looks very fluid.
3.What is the resultion of the project?[/QUOTE]

1. Does it use the platform behavior? Yes.

2. Array...and magic (also known as scaling, IDs, and Timers)

3. 240x160 - same as the Gameboy Advance. We originally went with 256x224 - same as the SNES, but it was too big. We kept the 224 height for the levels though, so there's sort of an "upper section" which the scrolling locks on to when you go high enough.
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Post » Wed Nov 30, 2011 5:56 pm

Wow ! Excelent pixel art and gameplay ! You serve as an inspiration for me thanks :)
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