C-7's Forum Posts

  • Blight is released! It is available for purchase right now from Desura for a discounted price--and you'll get the rest of the game free for being an early supporter!

  • Very interesting video, and quite inspirational for Construct 2 features. I wonder if I could code a "continous preview" feature - for example, if you're 5 minutes in to a level and a block is too high to jump over, then you could edit it to be lower in C2, press "continuous preview", then carry on right from where you are without having to start over!

    That would be very neat and would be a huge time-saver. Complete realtime-editing wouldn't really be necessary, but being able to apply changes to the currently running build (at least most things) would be really neat.

  • Interesting MastaZavr but maybe the walls could go with a different treatment? Like maybe since the back wall sometimes has shelves showing some depth, why not make a facing wall tile to all of the walls have a little depth?

    <img src="http://media.desura.com/cache/images/games/1/16/15162/thumb_940x3000/pause2.jpg" border="0" />

    Here's a shot of the level selection screen. The selected level is blurred in the background, and it seamlessly fades into the level (and hides the loading :-P). This also shows that the level titles get more 'corrupted' as the game goes on. Fun fact: the level titles will all line up to make a poem, but each relates to the theme of each level, too.

  • Neat video! I wish my eventing/whatevering would yield instant results :-P

    But at least that's how music composition generally works for me.

  • Here's the latest trailer for Blight. For this thread, the trailer music would be the focus, of course!

    [TUBE]sZFBn10qy7E[/TUBE]

  • A little over a week to go! It's pretty much feature-complete as far as alpha release goals. Just cleaning things up and one last music track and away we'll go!

  • Hey, I gues it's about time. My name is Adam Prack, and this is my 100th post. I suppose it's as good a time as any to introduce myself. I started making games as a hobby on RPG Maker, though I had a heavy emphasis on fancy graphics so you probably would've never known I used RM. Then, I discovered Construct and have been hooked ever since.

    I'm currently developing Blight using CC and have an alpha release on August 3rd. I'm so very grateful to have such a flexible, powerful tool to work with. Here's hoping sales go well! I have some preorders already, at least!

  • [TUBE]sZFBn10qy7E[/TUBE]

    New trailer for Blight!

  • Not to praise myself, but I think Blight fits the bill for commercial quality.

    CC over C2 due to .exe and a few features. C2 just would not have the performance to run Blight at the same level. Yet. And I started before C2 existed and refuse to remake it.

  • Not bad for 2 days at all! Good work! If English is an issue, why not just omit it? Find visual ways to explain things, perhaps.

  • Actually, it used to work great. Every time I've done it recently, though, it just puts in a blank image for the collision for all of them (thus no collision).

  • Blight will be release in Alpha form on August 3rd for early adopters at a discount! Early supporters will get the rest of the game free as it is completed. As part of the release in two weeks, here's a brand new trailer showing the current state of Blight! Check it out, leave some comments, and share with others!

    [TUBE]sZFBn10qy7E?hd=1[/TUBE]

  • Free hosts may be an issue, but some of us have our own servers with plenty of bandwidth. There would be extra work for verification, but hosting off-site to legitimate servers is something that could benefit both parties. More exposure for those games, larger experiences for the arcade, and not robbing scirra of the tons of bandwidth it needs.

  • As far as I'm aware, it loads the entire layout (there's even an event to do that). The only way to help is to disable events for objects when they're off-screen, but this won't eliminate the load. This is a good thing, though, because you don't want loading pauses every few steps. Also, be sure to have multiple instances of objects instead of a thousand individual. It would just be poor design and inefficient to do otherwise.

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  • Yeah, the pause is how I figured it out, but something in-level could help.