The Next Penelope (2D F-Zero / Ulysses 31)

Show us your completed creations made in Construct 2

Post » Fri Aug 01, 2014 1:27 am

Wait, what? : )
Thank you so much for telling me this!
I already had a few pre-order from usa or uk, but nobody told me the paypal form was in french only yet.
You should not have to translate it.

I'll change that tomorrow morning, thanks again!
Last edited by Aurel on Fri Aug 01, 2014 4:42 pm, edited 1 time in total.
Image | @AurelRegard on twitter
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Post » Fri Aug 01, 2014 4:53 am

Congrats @Aurel

The Next Penelope is going to be a huge success and a glorious example of C2 games. :D
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Post » Fri Aug 01, 2014 8:08 am

Noo problem mate...I know that there are a lot of people that are careful with their data in NSA/Snowden times ;-)
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Post » Fri Aug 01, 2014 4:39 pm

@Silverforce > Ah ah, I really don't know, but I'm trying my best for sure. Fingers crossed!

@Beaverlicious > Alright, I found no way to have a Paypal form with a currency+language autoswitch. So there's now a first button in English/USD, and a second one with french/Eur. (Both are working exactly the same way)

http://www.the-next-penelope.com/pre-order/

Thanks again for telling me! (And if you're coming to gamescom, I'm sure we'll find a way to have that beer!)
Image | @AurelRegard on twitter
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Post » Fri Aug 01, 2014 5:07 pm

@aurel Your Penelope was one BIG REASON for me to get into C2 (Im a former gamesalad user).

Some months ago, on your blog post I´ve asked if you have used game maker and you told me it was C2 (check it out, it must still be there). Then I though: "if this guy can do something THAT AWESOME, maybe I can do it too."

Your game is AWESOME, dude. Congratulations.
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Post » Fri Aug 01, 2014 9:56 pm

I don't know what to answer, that's really kind of you.
I hope (and I'm pretty sure) you're happy with C2.

Thanks a lot, I'm spending days and nights (and nights) on that Gamescom build right now, so this kind of message really gives me boost : )
Image | @AurelRegard on twitter
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Post » Wed Aug 06, 2014 10:02 am

Same here Aurel! I was on Unity but seeing your game totally blowed out my mind and now im on C2 too!

Can you tell us about the complexity of your project? how many lines? structure wise? :?:

Good Luck!!!
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Post » Wed Aug 06, 2014 11:28 am

@aurel I'd love to know a bit more about the technical side too :)

Funnily enough I was pondering an idea for a sci-fi 2d platformer inspired by Ulysses 31 that captured that outlandish 1980's cartoon vibe but it gradually evolved into a top-down Wipeout-esque future racing idea. Lo and behold, beaten to it :P

I did do a little tech demo though to test some ideas with the gamepad - one thing I'd love to know is, have you created your structure using the built-in box2d physics system, or did you code your own movement/collision/physics for greater control?

Cheers :)
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Post » Wed Aug 06, 2014 3:35 pm

@aurel Maybe (if you had the time) you should keep a dev log, or a making of. :)
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Post » Wed Aug 06, 2014 6:33 pm

@impe83I I don't know how to count the lines ^^! But let's say it's messy and way too big/complex for what it does. I'm sure a more experienced C2 user could shrink it to half. For example, due to all the particular settings and rules for each level, I got an evensheet by level + 12 more always included to handle win/lose conditions, AI, special FX, sound, worldmap, pause menu etc... Like I said, a real mess.
And I know I will have to add a bit more of it, because some evensheets are really overloaded and make very difficult to find stuff in it, even with tons of comments and fancy ascii arrows.

@untune I'm only using the built-in car behavior, but with A LOT of additional settings on it. Sometimes it uses the car behavior, sometimes it doesn't at all. It really depends on what happens on screen. : )

@Scofano @impe83I Yep, as soon as the Gamescom is over, I will produce the 2nd video devlog, and maybe open a classic text devlog thread on TIG.
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