angstloch's Forum Posts

  • whoa -- blast from the past, this thread :S

    thanks for your interest n comments, Even if the thread is quite neglected, the game is not! Few months ago I got me a license, been working on it, quietly, since then. One day soon i'll show y'all how its going, but I'd like to polish a few things before -- it's been nearly a year of silence, so it better looks good! (This does not mean its gonna be finished tho. Sometimes I wonder if it's ever gonna be D: )

    True, those black things from Heart of Darkness are very similar to my barbarian... not only the pixels and colours, but the general constitution too! There was a time when these things somewhat trouble me, but not anymore: i'm proud to say MQ's got its own personality Funny thing: never played Heart of Darkness, but J. Conrad's novel (in which I don't think the game is based anyway) is one of my fav novellas ever, and I intend to introduce one mission in MQ (yeah there's gonna be missions! already have some done!) inspired on it.

    Glad the capx was useful for you, but mind that it might, probably will, contain some errors (Im not a great coder).

    Some screenshots. A few changes are evident, most are not... I was planning to wait until i had more spectacular (or innovative, in relation with the currently published version of the game) screens, but this will work as an improvised eyecandy, now that you put me under the spotlight ;P

    hallelluja -- it's raining rain!

    girls wanna have fun too!

    cyclopses are back to MQ!

    more coming soon. and this time, i mean it...

  • What about Medievil? It had a cool "soul chalice" that was filled a bit whenever you killed an enemy. If you fill it up in a level then you get a bonus stage afterwards.

    What are collectibles for anyway? In Mario 100 coins = 1up. Other games have currencies, that you can use to buy stuff. Then there are other collectibles that you need to get in order to just finish the level, or to finish it with a 100% success, a gold medal or whatever -- guess this last case may have more to do with highscore polls and stuff i dont really know much about.

    Many modern "freemium" mobile games have their own "gems" that they use as a pretty much useless currency in order to lure you into actually buying (with real life collectible -- that is, money) ingame stuff. Like this: "Congrats, you finish level 2! You reward is 3 gems. You need 1200 gems to buy you a new ship. Now you can get 3000 gems for just $1,99!".

  • This game's so punk. I love all the distopian fluff around it. And the title (/concept)!

    Your colour palettes are interesting. Makes me think of a graffiti (them grey, dull tones and sudden blazes of bright pink and red and yellow).

    Controls are very original. I suck big time.

  • I think Google in one of Its multiple forms (GooglePlay I guess) allows you to set some kind of beta-testing system, but me i never got that far yet! Randomly googled. Have you considered Greenlight? Seems to be the holy grail for many. Never got that far either.

    Your game looks awesome mate. Polished and fluent and... massive too! Congrats!

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  • Ashley yeah I was mildly aware the answer would most likely be some kind of obvious syllogism... Maybe you're right about me and dt -- i was thinking i was just plainly not clever enough XD In these cases, empiric tryout is what we hv left, but sometimes (often!) that's inconclusive. Anyway, it's clear now. Thnks everybody

  • congrats on the greenlight mate!

    Level 3 is nearly survival horror ºoº someones been doing very f+kkdup experiments with them robots! I love how each level has its own theme and palette (better with homogeneous black btw), yet everything look consistent as a whole too.

    Keep on rocking!

  • OddConfection

    Right yes, my bad! Not Wait X secs but Every X secs. Hell I've been 5 mins quite perplex myself haha.

    Thanks guys

  • When you're setting deltaTime (dt) in events, says Ashley in some blog or tuto that it should not be used for the Wait X Seconds condition, as it would only make that event dt dependent again. But what about the Wait action? Should it go in dt or secs?

  • trippy! it has a bit of the feeling of a fighting game, innit. like, this combo rhythm on it. very cool indeed.

  • thank you brothers, you're being of huge help. I have me game in a pretty advanced state, and suddenly discovering that it was near unplayable on phone came quite as a low blow -- yeah i know, but testing on mobile is such a drag, never was able to setup the lan for preview.

    GenkiGenga hey that's a good idea. I disabled all events, leaving just a few behaviours. Still need to try it on phone (drag) and study the measures closer, but there's a noticeable difference in cpu usage. Well I am slowly rearranging code blocks according to newt 's Laws ;P dude there's stuff for a great tutorial in the last bunch of answers youv been giving me these last days! What you just said in that last post about the collision order for example, is just the kind of thing one just dont knows (gotta say i had most of my conditions wrongly set, according to that!), and it's also revealing of how C2 (js even) works. thank you so much!

    I'll let you guys know how i fare

  • That was useful as reference -- thank you! Have a look also at this post about collision cells, as it involves some coding practices that's good keep in mind.

    The only thing that's disheartening me is the soundfile sizes. Some of mine sounds are easily 200, 300kb...! 16bit mono wavs them all, short things like grunts and chops. 20kb is so... tiny.

  • newt yes -- in some layers at least. Says the contxt help it's for "large layers with many static objects", so used it on "tileset" and "invisible-platforms" layers, both with default 100% parallax... or should i just turn it on on all layers and be damned?

    PixelPower sweet man, I'm having a look right now! thnk you for that!

  • GenkiGenga cheers mate, thanks for your answer. Yeah I think my problems are mainly code issues. Me and my loops! Im placing triggerOnces everywhere I see fit, and so on. My graphic assets are all png8, which I hope makes it all faster, as well as lighter.

    Glad to say I made some improvement. I had some "proximity checkboxes" placed in a parallax 0 layer, which was no good for C2 collision cell sysytem (i was gettin like thousands of checks per tick -- now I'm around 20-40!). Game is quite playable now , though still slower than intended (some 40 fps). My objective is not less than the damn 60fps on phone. Is that a realistic goal for a big layout game? Is that... really necessary, too? I mean, do commercial mobile games (not AAA games, just fine games) stick to the 60...? Right I know you can't get universal 60fps , but -- should I definitely try to achieve them in my own (mid-end) phone? Guess wont be an absolute answer, but what you guys think?

  • newt means actually generate random dungeons... cos what you're pointing is not real, procedural generation, but some random assign of premade rooms... and i say you stick to that, unless you wanna go into heavier coding.

    [quote:31sg2liu]But maybe these two things are simpler than i think they are.

    I'd say they are. Anyway the sprite could work as a "template" for the room, and onCreated it could spawn its own walls, wandering monsters or whatever. I dunno. There's always many ways...

  • I'm trying hard to optimize my (goddamn) game, as it's running at sluggish 20 fps on phones. I know Scirra's policy is "measure it yourself" so that's what I'm trying to do, but I find it (boring and fustrating as fu--) difficult for a number of reasons. No, only one reason actually: ignorance. Mine.

    So I open the debugger, and there I'm basically looking (Watching) at:

    FPS obviously,

    Est. CPU utilisation,

    Collision checks per sec,

    Poly check per sec.

    I also have me a big tileset, of which I'm overseeing the Draw and Collision rects... and then the global CPU performance on the Profile Tab, to see if any loop has gone wild.

    Obvious question: is there anything else I should be keeping an eye on?

    (Not like I'm like, blind to anything else, but yknow).

    Also. I feel like I lack references, beyond the 60 fps. I'm aware my question here might just miss some abstract technical element at its base that make it unanswerable or something (i really know but very little about devices), but i'm gonna try anyway: is there any reference values I can hang to for things as... well, as those listed above-- CPU, collisions, polygons? Which range of values are mobile-safe for polygon checks, for example?

    I guess (and it's a guess) that those values may depend heavily on the machine you are working on... so lets say for your average, win10 good ol laptop? -- just like mine? ;P

    Thank u guys