C-7's Forum Posts

  • Thanks for the reply! I'm still toying with the zoom level to see what will be the best for gameplay. I really want it to zoom out far enough to influence your immediate decisions, but not very much for planning out your route through the maze. I may back it out some more, but I'll have to keep playing with it to decide what will work best.

    I've made several updates in this go around (same link as before!):

    -Added checkpoints. A number of people felt that some of the later mazes, in particular, were so long that dying and restarting was detrimental. I agreed, so I went a step further and added checkpoints to all mazes.

    -Tablet fade bug. The game window is re-sized when playing on a mobile device (though it works best on a tablet... phones aren't quick enough for in-browser play), which messed up when the screen would fade to black. It works now.

    -More praise. Previously, you would only be told Great Job after completing the first maze. Now they all say it. In the future, it'll show your current speed.

    Still to come:

    -Zooming with touch

    -Viewing leaderboards with touch

    -Achievements

    -I'll likely move the login screen to the end of the game.

  • <center></center>

    Hey! I've been making Nomed's Escape for a little while, and I'm nearing completion. I hope you'll give it a try and let me know how things are going!

    Nomed's Escape is a maze navigation game, but set up adventure-style. You are in full control and can move about the maze with arrow keys or touch/mouse controls. Avoid obstacles and enemies, and try for the best time you can! Shift will zoom out and let you get a better look at the maze, and it will show you your current time, but you're unable to move like this. There will be a touch equivalent soon.

    <img src="http://www.adamprack.com/mazeshots/04.png" border="0">

    Leaderboards should be working (through clay.io), but I don't have achievements functioning quite yet. I will also being creating the audio this week as well as fixing any issues that crop up. It runs pretty well in-browser on an ipad2 for me, and it runs well in a browser on a decent computer (mine is 6 years old). It should be a little above average for requirements as far as HTML5 games go.

    <img src="http://www.adamprack.com/mazeshots/02.png" border="0">

    Please give it a try and let me know what you think!

    <font size="5">Nomed's Escape</font>

    <img src="http://www.adamprack.com/mazeshots/03.png" border="0">

    -Arrow Keys/Touch/Mouse to move

    -Shift/Touch to zoom

    -ESC/Touch to pause

    -ENTER/Touch/Click to make selections

  • Hey, I'll second being a pain. I flat-out won't support multiple resolutions in Blight because of this. One would think offsetting a layer would be easier than this.

  • It handles really really well. Surprisingly so, actually. Some more layouts, some fancy graphics, and some sound effects--you've got a really nice game on your hands.

  • I agree about the snout... It is slightly long. I think the only critique I could have on the animation is that the torso seems like it should move a little more vertically.

  • I've been extremely happy swapping the arrow keys and wasd for movement.

    Ie, I use wasd for walking, etc. and then the arrow keys as action buttons. This way, it most closely mimics a gamepad, plus there's not really much confusion trying to remember z or a or whatever for actions. People are pretty comfortable moving with wasd, so nicely-seperated keys like the arrows make for great action keys.

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  • Kind of strange. On my ipad 2 (no retina mode, obviously), it keeps around 460 or so objects in either landscape or vertical at about 60fps. It makes no difference, though it does crop the text off some in vertical.

  • If you can't find anything, you could do it the old-fashioned way. (Object.height *object.width) to get it in pixels. Then you can do any math you'd like.

  • I also nominate Radio the Universe by Sixe. Really unbelievable stuff.

    [TUBE]nb946dNWMr0&hd=1[/tube]

  • It almost always appears immature and juvenile. There are exceptions, and minor cursing has more of a place in game dialogue. But, in general, it makes the designer/writer look less and less professional and the game appear far weaker than it may have otherwise. Does the occasional 'damn' or 'hell' work in a lot of situations? Of course. Can you get a little edgier? Sparingly. Anything more ruins the experience and takes the player out of it.

  • Don't forget using power of 2 textures intelligently. IE, a 256x257 sprite will be read on the gpu as 256x512--double the vram use. For many games this won't cause much of an issue, but larger graphics can be taxing.

    One nice way of cpu optimisation (particularly for loops), is consider how often it REALLY needs to be checked. Do those collisions need to be check every tick? Or would every 10 ticks be sufficient? Simple changes like that can have drastic framerate results on slower machines.

  • I like it a ton--it's one of my favorite CC games. I think the art looks great and lighting is where you should head next. Two things that can make your graphics look even nicer:

    -Outdoor shadows are typically blue. Look at a photo of a sidewalk, or isolate it and use an ink dropper in photoshop to select that shadow color--you'll pick dark blue (instead of dark gray). This is most apparent in snow. Any daytime snowy photo will have blue all over it. In all cases, these are reflections of the sky's color.

    -Another trick to make believable shading without it overlapping and doubling (shadows combine in real life) is to import them at 100% opacity and put them all on the same layer. Then set that layer's opacity down to whatever you want. This helps the believability nicely without a ton of effort.

    In addition to those, subtle gradients and such over top of the screen for lighting can make a big difference, too. Give some of it a shot--you've already got some of the best art around.

  • I hate to shamelessly plug, but I think Blight looks good

    <img src="http://img.photobucket.com/albums/v625/CubedOCR/Blight/trees.png" border="0" />

    <img src="http://img.photobucket.com/albums/v625/CubedOCR/Blight/block.png" border="0" />

  • I've really found regular 720p is a good way to go. I have no complaints from Blight users yet, it looks fine being scaled onto 1080p, but also looks very good (not perfect) on displays like 1680x1050, and others. That being said, I would not go beyond that resolution because you may sevely limit your player pool. I've limited mine a little with that restriction, but 1080p would cut out a good many people. And 720p still looks fine in this day and age--remember, there are hardly ANY ps3 or 360 games that run native 1080p. Heck, most/many are under 720p and then upscaled. Just remember that the amount of crap on-screen is going to have a greater effect than just the resolution. That, and poorly-optimized huge images.

  • I would take the opposite approach and go for as many as is feasible--let your players decide where they want to play it.