Hey,
I am requesting the help of experienced players for an upcoming engine made using Construct 2. For those who don't know me, I presented myself earlier on this forum.
I am a 26 years old mobile developer working at a french social gaming company. I have been following this community for a few months and found it awesome. Everyday I make casual games so what a relief to see you guys play some crazy hardcore fangames
I am not that great of a player myself. I only played the most famous games out there (Boshy, KTG, Cultured, 8bit, K2, ...), but I am very dedicated and did my best to finish them (well except K2, still stuck at boss rush, owell... xd).
While I am still writing this, congrats for the fangame marathon. I followed it intensely and you guys did a great job. Hyped for next year !
So what made me take a step forward to be switching from a viewer to a more active role ? I want to share my dev experience with you guys. I want to make fangames too. My goal would probably be to stream the development of a fangame, but I guess not until I have made some fangames beforehand. I will definitively try my best to bring some fresh ideas.
yoroshiku onegaishimasu !
So I tried replicating the physics used by the infamous game maker engines (yuutu) using the framework Construct 2 by Scirra. I want to make a fangame out of this new engine and make it open source for everyone interested in this awesome framework. To provide the best experience possible for you players, if you have a few minutes to spare you can check out the engine which is playable online and help me improve it:
https://futuroueb.free.fr/IWBTG/?ms=150&j=415&g=1000&dj=320&fs=500&jr=75&ss=1000Controls:
Jump: Shift
Shoot: Z
Restart: R
You can adjust every value used to make the physics if you find it not accurate. The game should be running at 60FPS.
Max Speed: The maximum speed the object can accelerate to in pixel per second
Jump: Speed at which the jump start, in pixel per second
Gravity: Acceleration from gravity, in pixel per second
D. Jump: Speed at which the double jump start, in pixel per second
Fall speed: Maximum speed the object can reach in free fall, in pixel per second
Jump release: Multiplicator of the Y velocity when the user stops jumping, in percent
When you are done, you can click "Export" and copy/paste values on this topic.
Again, thank you for your time.