MWB's Prototype Thread.

Show us your completed creations made in Construct 2

Post » Mon Jul 23, 2012 4:57 am

Hey guys, I just recently found Construct 2 and thought it looked like a great engine to rapidly create prototypes with.

Here's the list so far; Controls and objectives are (hopefully) located underneath the game window.

You Are A Cruise Missile!

Platforming Prototype

Zombie Prototype

Car Prototype

Moving Memory Match Prototype


Basic place-holder graphics, obviously, as these are prototypes at heart and if they're not fun at this stage there's no point in spending time on the graphics.

I might get around to polishing them in the future.


If I've made any terrible design decisions or a grievous community faux pas then give me a horrible yelling at in this thread.

-Mike

(Oh, and I couldn't create a new thread for some reason so I just re-purposed my old one so ignore the first couple of posts as they refer to the platforming prototype)MWB2012-08-12 19:39:41
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Post » Mon Jul 23, 2012 1:04 pm

Is funny the movement of the player I think you need to added
a slow movement and apart the speed animation

I like your project


Sorry by my English
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Post » Mon Jul 23, 2012 2:00 pm

That is the most effective and jarring death ever. The screen shake really adds to it. Good work.
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Post » Wed Jul 25, 2012 1:33 am

Thanks guys, I appreciate the feedback.
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Post » Wed Jul 25, 2012 2:27 am

For the first game it seems good ;)
Just need some more polish with the AI of the enemies.
the movement of the player doesn't seem to have acceleration and deceleration, not sure if it was intended to be that way but I think would be better, appearing more natural ;)
for a prototype u did a good job, keep going!
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Post » Sun Aug 12, 2012 7:40 pm

Bumping because I couldn't create a new thread and had to re-purpose an old one.MWB2012-08-12 19:40:56
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Post » Mon Aug 13, 2012 3:07 am

The demos have some potential, really like the zombie one, the only crit from a technical perspective is the screen size on a few means that the page scrolls when you press space/down.

A smaller screen 640x480 / 768,480 would stop it doing the scrolling thing. Maybe instead have the controls on a quick title screen instead.

Have you tried the scroll-to behaviour yet? You can have a huge layout but have the screen follow the player, so stuff like the zombie game could be ridiculously massive, but you'd only see a small portion of the explorable area at a time. :)

Image
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Post » Mon Aug 13, 2012 5:58 am

Thanks for taking the time.

I used the scroll-to on the platforming demo, but realized with the later ones that more real-estate didn't mean a tighter concept and have tried to keep it on one screen to tweak things more easily. I definitely considered returning to it for the zombie one, but got worried I'd waste too much time designing huge levels and then watch the framerate drop as the zombies fill the level. Multiple stand-alone levels would probably be a better idea for that particular design.

Good point about the screen size, kind of just arbitrarily picked resolutions for them. Will sort that out in the future.
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Post » Tue Aug 14, 2012 4:31 am

On the zombie game, the method used for the dead blood stain must use a tonne of objects because it slowed my computer down.

Also, I'm not sure it's counting rescued cubes correctly. I ran around and grabbed a bunch and only got credit for 3.

Great start!
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Post » Tue Aug 14, 2012 5:44 am

Huh, odd. I will debug the bloodstain.. I had a lot of different versions of it going on so I may have left some faulty numbers in for the "final" version.

As for the rescue number being off it's a bit of a mystery. I suspect the amount of collision caused by the zombies bouncing about is messing with the ticks as I have a hard time reproducing the issue (I have seen it, but thought it was a fluke). Will do some more tests when I get time. Thanks =]MWB2012-08-14 05:45:15
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