Your C2 tests

Show us your completed creations made in Construct 2

Post » Thu Apr 12, 2012 6:27 pm

Meu game teste...
http://www.scirra.com/arcade/games/addicting-shooter-games/965/espantalho
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Post » Sun Apr 29, 2012 3:20 pm

Getting used to Scirra Construct :D This I followed some tutorials and threw together. Obviously not the graphics I will use, and I had to remake the character in the tutorial since it wasn't given and so on so forth.

http://dl.dropbox.com/u/73299017/pixRPG/index.html

My aim to remake something similar to Realm of the Mad God, and make it much... much... better lol

Controls:

Left Click = Sword
Right Click = Fireball
I = InventoryEquinox802012-04-29 15:22:32
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Post » Mon Apr 30, 2012 2:34 am

Here a platform pixel art videogame, "Unlucky gnome":

http://nastycloud.com/games2/unlucky-gnome-demo-1-0/

Test it! Enjoy it! And leave a comment ;)

Here our post in the forum:

http://www.scirra.com/forum/unlucky-gnome_topic50011.htmlnastycloud2012-04-30 02:36:44
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Post » Thu May 17, 2012 4:55 pm

I made this yesterday in about 2 hours (from Art to programming)

http://dl.dropbox.com/u/1627736/Construct2/Wolf%20Run/index.html

It's not much but I wanted to come up with ANYTHING that looked finished.

I also have this one as the first test I made with C2
http://dl.dropbox.com/u/1627736/Construct2/Shadow%20Age%20TGD/index.html
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Post » Thu May 17, 2012 5:46 pm

dude your a BEAST with graphics
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Post » Sun May 20, 2012 11:59 am

Tactics

move the plane to pick up your solider's
drop the solider on the air field so that they can take out the SAMs
watch out for the SAM's, make sure your plane dont touch them
you can only pick up one guy at a time
after a set amount of time the enemy will launch a nuke so go get em!

id really like to develop this idea further so if anybody would like to get involved just get in touch

TACTICSdarksteeldanger2012-05-20 12:02:19
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Post » Sun May 27, 2012 10:44 pm

Now working on characters' sprites for my zombie survival game. Just started.



But I have no cash to buy Construct 2 (poor, poor me). At least I'll try to roll-out playable prototype.NugMan2012-05-28 21:06:06
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Post » Mon May 28, 2012 1:59 pm

I recently played pushover again and thought i'd make something similiar with real physics :D

CLICK HERE to play

You can pick up the tiles and push them from the left or right side (a bit tricky atm.), just move your cursor around them and you'll see how it changes...
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Post » Sat Jun 02, 2012 3:33 pm

Hi, folks.

Ive decided to show my first prototype because Im working alone and almost nobody in the my nearest circle doesnt understand what Im trying to do. Even worse - the only man who understands (my friend-programmer) is saying that choosing C2 for this project is like trying to kill somebody with a toy gun possible but very perverted. :) Maybe hes right a little. But I urgently need a support from the C2 community not only things like Wow, dude, how did you do all this cool stuff?, but some healthy critics too. So Ill be very pleased with any response.

Well, lets start.

Ecodigger



This is Ecodigger Engine prototype. Its not a game yet, even not a complete engine for it, but already a solid framework for its further development.

Tiles represents various soil types wet and dry soil and sand, rich (fertilized) soil, water and rock. Despite this is not a final sprites' version I need to know can you discern various soil types one from another intuitively, without the hints? Or not?
Engine has three basic modes: Level Editor, Physix and Debug.

A. In the Editor mode you can delete (left mouse click) or change (right click) tiles. All physical calculations and actions in this mode are frozen. All the perimeter tiles are locked for the changes.

B. Physix mode activates tiles processing. Currently its able only to drop water tiles to the empty spaces (and infiltrate it through the sand), to find tops for water basins and to find water filled neighbours for water and wet sand tiles (wet soil currently doesnt count because it has a different behavior to store water, but not to share it like wet sand).
You can delete and change tiles in the Physix mode as well.

Nearest to do list for Physix:
1. Calculate water pressure for all linked tiles in the single basins.
2. Distribute water from high-pressure to low-pressure areas.
3. Sand and soil moistening (not only down straight, but in the every possible directions) due to a pressure gradients.
4. Water levelling.
5. Tiles drowning in the water.
6. Tiles gravity (its done already, but temporarily turned off, cause it should run after the all water processing).

C. In the Debug mode you can see tiles values, tiles IIDs for water basins top (small green number) and waterlinks (tiny red arrows). You can increase a delay to have a time to catch transitions between different phases. You can also export current level to the JSON-string.

Important note: all sprites you see doesnt move or do something at all except changing animation frames and handling mouse clicks. All variables and calculations settled in the 2D-array 24x17.

I dont think its a good idea to disclose caproj-source until the work is done. Especially due to constant changes (here you can see a 5th generation of Physix already) Im afraid that current version will likely bring more mess in your minds than good examples to learn to. But I'll gladly answer to all your questions and can share any tricks you ask. :)Bootreen2012-06-02 18:32:07
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Post » Wed Jun 06, 2012 8:13 pm

Leaving Nic's Vegas (try)

I'm trying to make an adventure-game, which is playable on touchscreen. This demo is not. It's just a test to see how far I can get using C2. Still a lot of glitches and problems with the graphics, but I'm still quite satisfied I have made this..
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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