alastair's Forum Posts

  • http://davioware.com/index.php?entry=6&from=6

    ime for an update!

    So, V1.2 is almost complete. As I've explained on the forums, the multiplayer update required a complete refactor of the entire game, which was extremely time consuming and mind numbing. No hard date on when it will be out, but I'm hoping soon. However,(!) In between this monotonous boiler-plate work, I managed to work some (a lot) more on the fabled "chapter II" of the game. I had to, even if it delayed the patch a few months; I needed to work creatively to keep spirits high!

    hapter II has:

    80% wider levels: This opens up more horizontal exploration, and allows for more flexibility in level design.

    Hard(er): The first half of the game was basically a tutorial. You learned to climb, throw, use items, and move fluently. If you were able to complete the first chapter, it's because you learned how to play the game properly. In Chapter II, mastery is applied.

    Thematic: The first chapter had (more or less) elemental themed levels. Chapter II has, well.. different themes! Ha! That's all you're getting for now.

    he entire soundtrack is nearly complete! Yup! Almost an entire CD's worth of music. It will be for sale with the game in the final release. A few of you guys pre-ordered it already, so you'll be getting that too when it comes out!

    hapter II has your character feeling more confident. He's made it past the ground bound tower; what's stopping him now? Sure, he might (sigh, probably will) die, but he hasn't yet. Chapter II's music -slightly- departs from the "damn, I'm going to die and what is this place" feeling the original tracks had, and progresses towards hope, mystery and valiance. (and 'nads of steel.) It was a real joy to compose, and I hope it accurately reflects the feeling of the later levels, and makes the final game that much more memorable. I won't settle for anything less than perfection.

    know what you're thinking. "SIGH, where are the pictures!?" My answer is get lost kid. Kidding! I really want to leave Chapter II to be experienced. When I was younger, I loved nothing more than to progress to new areas in a game without any idea as to what lied ahead. The unspoiled exploration stirred that primitive apelike urge to forge ahead. I want to keep the second half of the game really special. So no peekie! But! I've dropped off a nice ~5 minute mashup of a bunch of Chapter II's music for you. This is but a small slice of the full OST. Just click the "music" link on the left to give it a listen.

    n other news, I've been working on a new pixel art animation tool! GraphicsGale is dandy, but it lacks the ability to quickly iterate and design low resolution motion. Optimized and designed with low-res in mind, My new tool (soon to be released publicly) greatly facilitates pixel art animation, allowing you to quickly assemble and create a weighty, flowing, animation. Much like the animation style featured in TowerClimb.

    Hope that overdue update satified! Bye bye for now, and join us on the forums!edited><editid>alspal</editid><editdate>2013-03-02 02:17:34</editdate></edited>

  • As indicated here (and other places):

    http://www.scirra.com/forum/topic61814_page1.html

    This sums it up nicely:

    this could make a good addition as an expression for the keyboard plugin? Painless to integrate too with String.fromCharCode(65) == 'A'.

    Here is an example from my game where the player is viewing a keycode (which makes no sense) rather than what it says on their keyboard:

    <img src="https://dl.dropbox.com/u/1024727/c2/keycode.jpg" border="0">

  • MMF2.

  • Oh, I thought you abandoned that?

  • Tower Climb and Iconlasts are the only decent games I've seen so far. Loot Pursuit looks ok too.

  • They don't do anything, they have no use value.

  • Use SaveAs every time you time you want to save so you never overwrite.

  • First Node Webkit

    What's this in reference to ? did Intel acquire them too?

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  • We're talking about a browser not Windows. Patching the support into the puglin/browser, to make sure all the buttons are mapped correctly I guess.

  • I think each controller has to be patched in order to be supported, no idea how you go about that though unfortunately.

  • It's not to late for Microsoft to use WebGL!

  • Is there going to be bilinear filtering in Spriter? It looks really weird/ugly at the moment and I can't tell what it's actually going to look like when I bring it into Construct.

  • Occasionally when I export through node-webkit the win32 exe will open up a webpage thing instead of the game!

    If it happens, exporting it a 2nd time will usually fix it.

    This is what happens when I click on the bugged exe:

    <img src="http://i.imgur.com/3GVugT9.png" border="0" />

    I ebailed the package incase you want to see it.

  • My game's FPS has always dropped in half (or more) on most computers (except the most powerful ones) with awesomium & nodewebkit. I figure it's just when rendering a larger size it dramatically effects the performance.

  • hat means the event is triggered if and only if it changes.

    R0J0hound's event is only triggered when it changes. The only way to know if its changed is to check it all the time.