bclikesyou's Forum Posts

  • I'm still alive!

    Here's a quick gif of Level 4 art. Just a start for now; still need to fill in the layers and make it feel more full.

    Three big announcements:

    First off, I'm now working in the game industry! I recently started working for Rochester Institute of Technology (RIT) as a Digital Games Hub Coordinator. I've been super busy but I love the work I'm doing.

    So because of the new job, I brought on a friend to help me finish the game. He will be designing some enemies and a boss and basically be handling a bunch of the coding. Hoping this will speed things up! Check out his games here: http://yesandgames.com/

    Lastly, I'll be at GDC! I'll be near the college booths. Come stop by!

  • So I'd like to adjust the Luminosity over time. For example, while holding down shift, the luminosity (parameter 2) would increase by 5 between the values of 100 to 200 every .2 seconds. Right now it's set to "0" so ignore that.

    My question is what would the math look like in the value section. I tried lerp(100,200,5) but that wasn't right.

  • Holidays are over and I'm back at it!

    Double-jump is working great and now I've added the dash. It will break blocks (for secrets!) and let you evade enemies. Small icon in the upper right lets you know when your dash has "cooled down".

    Up next: charged shot!

  • Back on schedule!

    Spent a chunk of time setting up a check point system. Was tricky getting it to reset between layouts.

    I also set up double-jumping. This will be a power-up.

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  • Still cranking away! The end is almost in sight!

    How's the game going, man?

    • Pushed a new test build out to some playtesters that included new features and levels
    • Brought a friend on board to do all cut scene art
    • Built checkpoint system
    • Squashed a ton of bugs
    • Added analog stick support
    • A ton of other small clean-ups

    What's left, dude?

    • Cut scenes and level design for Level 3
    • Everything for Level 4 (art, enemies, boss, etc)
    • A few main features (power-ups, controller schemes)
    • Steam support (anxious about this!)
    • That dreaded last 10%!

    Still aiming for a Late Spring / Early Summer release. I still have a ton of work ahead of me but feels good to be somewhere around or past the 50% mark. Delegating out the cut scene art really took a bunch of weight off my shoulders.

  • Great job. I'm sure I'll be visiting this thread often

  • So this fixed the flickering AND the screen capture issue? Well done!

    Kudos everyone! I didn't help much but I was definitely keeping my eye on this and the screen capture thread. Glad to see such devoted efforts.

  • I have reported this issue to Action Mirillis (https://mirillis.com/en/) and FRAPS (http://www.fraps.com/) for now. We'll see if they'll take care of it or not. If those two will ignore it, then there's no point in reporting the issue to others I guess. I'll keep you updated.

    AFAIK there's no NW.js version which works well with all screen recorders.

    Any way I can back you up on those reports? Should I just file a similar issue? This issue affects me enough to the point where I'm going to make my voice heard and be a pain about it.

  • It feels like your support end-point or hand-off is the editor itself, so there is no consideration for the actual game exports and troubles we have there beyond the editor-side.

    This is not enough because your entire program is sold on the backs of these third parties, and so we need some extra help from Scirra making sure they play fair with Construct.

    Well said.

  • Just throwing it out there that a handful of YT'ers that made videos on my demo seemed to have problems as well. A few of them stuck it out and figured out a way to make it work but who knows if I missed out on some who just gave up. As a developer, one of my main goals is making running my game and things associated with that (like streaming, capturing) as easy as possible.

    I've been fine with the issues and response to issues from Scirra for the past year and half that I've been using their software. However the response I'm seeing here from Scirra is pretty disappointing and got me pretty bummed.

  • Great work. Thanks for taking the initiative on this.

  • I presume there's a sound triggered while you jump in your game?

    Yes there is! I was actually getting flickering in my test level which has no music but has SFX for shooting and jumping. Looks like it is audio related!

  • Just an additional thought: I noticed I could cause the flickering to happen more frequently when I spammed my jump button on the keyboard (W). It wouldn't really happen when I was just walking. For reference, my game is just a platformer and this was with the platformer behavior.

  • I rolled back to 0.13. No flickering.

  • I'm still getting the flickering even after the most recent updates. It's really random for me tho. It will happen multiple times in a minute and then not happen at all until I run another preview. Only happens in fullscreen for me.