CF78's Forum Posts

  • Fixed now, it seems.

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  • You do NOT need 3D to take advantage of holo tech :

    2D hologram game testing - https://vine.co/v/eB0znrtVA9q

  • Thanks Ashley That clears it up a bit. I see now that it is a double (or quad) edged sword.

  • That shield ability is pretty rad. The water portion of the map and splash animation ryanrybot ... Whoa! That looks really good!! Keep it up man!!

  • One word ... Impressive! Keep it up!

  • Still killing it!! Tokinsom Copy Girl is coming along so well! I agree with ryanrybot the movement patterns are awesome.

  • Played the concept on the Arcade! Great start! Artwork updates are looking really great as well - Keep it Up!!!

  • I've noticed this as well Colludium but it's not an accurate measurement.

    As Ashley stated, CPU utilization it's not all that accurate, thus your CPU % numbers are most likely incorrect as well. Knowing this shouldn't leave you scratching your head though. Granted the debugger adds to the CPU usage and can bog your game down in the Inspect tab (All of the game ) - knowing that it adds overhead, it still provides some useful info on a per event basis. I typically will use the Profile tab to see what events are using the most CPU. After I see something that is using a bunch of CPU (accurate %'s or not), I will dig deeper and single out those events and and monitor the (Watch) tab to see what they are doing so that I can optimize.

    I'm not looking for rock solid performance on the debugger, (though it would be sweet!) - Ultimately no one will be playing your game with debugger running. Knowing that it adds to the CPU usage makes it pretty easy to figure out where the real issues and spikes are. Profile tab is the key, and then singling out specific events via the Watch tab.

    Out of curiosity and lack of knowledge on multi threading CPU stuff Ashley what is the likely hood of multi threading support in the future or with C3? or is the effectively an HTML5 limitation for the moment?

  • Robot 505 Demo Update v0.1.505a

    I'm a little late, but a new demo is available to play! 3 levels and a Boss Level – along with the mini boss (on level 1). Made some changes, optimized enemy spawning, fixed a bunch of minor issues.

    Updates & Changes

    • Level 2 has become level 1
    • Level 1 has become level 2
    • Level 3 is... Well... Level 3
    • 4th Level is the main boss level.
    • I removed the fall death on the player. Jump or Fall from where ever you like. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">
    • Spikes still kill
    • Crushers (still kill) and are working perfectly as expected. They can be a bit more forgiving since I added a close call function to them. When you have a speed boost or in the thick of battle the crushers wont be as nasty.. They do still kill you on the downward crusher contact.
    • WASD and updated Keyboard controls. - Many issues due to the keyboard configuration. I don't get it, cause I typically play with a gamepad. (which greatly improves game play) But I made adjustments based on feedback and testing.
    • Quantum CPU Minin Boss : added to level 1.
    • Shape shifting crates have NOT been implemented yet. Still testing them out.
    • Potential Hover Ability – NOT added due to fall death removal

    I also added Leader Board functionality.

    If you want to be ranked for high scores head over to the Scirra Arcade and play Robot 505 : http://bit.ly/1L0huV8

    Downloads for the Robot 505 Demo : http://bit.ly/1F4noDY

    I still have to bang out a bunch of story and promo art along with adding some cinematics to the mini boss and main boss levels.

    Updated Controls :

    More to come, and as always feedback is welcome and have fun!

  • Thanks for the kind words Nixel It's great to hear that my project is a source of inspiration. That alone makes it all worth it

  • I can confirm this.

  • Devlog Update 6/7/15

    It’s been about 2 weeks since my last Robot 505 update. Rest assured there is a reason for the brief hiatus. I’ve been plugging away on refining, fixing, & polishing the current game build. Along with that, I have been getting a constant stream of feedback, and ideas. Things to fix, things to rethink, and thinks to maybe add. Which is great cause it’s slowed me down a bit to focus on player experience vs just building to build. I’m loving the develop / demo as you go approach. The feedback seems more potent and genuine. It’s kinda like working with a team – more heads and ideas – the merrier.

    I mentioned in my last update a few things to expect in the next demo… One of which was a 2nd level. Well this still holds true… There will ALSO be a 3rd level too! I wanted to have a more complete version of a demo for people to play. This will allow for difficulty progression.. Easy to harder. As it stands right now.. It’s just hard. Which is okay, but I would like to lessen the frustration right out of the gate for new players. I have to remind myself that – I’m not the only player!

    Fall death still seems to be an issue. It’s an issue I am okay with. I’m finding it’s really a matter of player preference. With that said it’s spawned some great ideas on how to handle it. One of which is not an entirely new idea but one that’s brought up a lot when discussing this issue. A Jet-pack Perk that would give you momentary hovering ability. I haven’t fully implemented this, but the idea is that it would be an earned perk, and could be used to save yourself from fall height deaths, along with the un-intended ability to hover and attack, which would lessen some of the jumping and jump pads.

    What to expect in next DEMO update:

    • Fixed the crushers. They finally work as intended Also added the ability to the crushers to just miss the player – based on player positioning. If you are moving along and the crusher just nicks you, you get injured a tad and do not die. Like a close call.
    • Level 2
    • Level 3
    • Added a mini boss - “The Quantum CPU”
    • Jet-Pack Perk
    • Shape shifting crates – maybe an enemy – maybe a perk.
    • Less frequency of elevator music
    • Duration of stun lessened – from flying patrolers.

    Quick shot of the mock-up of Level 3:

    I’m shooting for an update to the demo by Friday (hopefully) If everything goes smooth and I don’t run into any major issues. I’m likely going to make sure that at the very least that All three levels, and major fixes will be available by Friday. Implementation shape shifting crates and jet-pack perk will depend on how smooth the development of them goes, and maybe reserved for another future update.

    To all those playing, sending feedback, and uplifting comments, Thank you!

    Cheers!

  • Working on a Quantum CPU / Mini Boss...

  • Thank you Iolva Will do!

    Quick Update

    A quick animated shot of a Quantum CPU / Mini Boss I am working on...

    And a shot with it's protective shields off, revealing the heat sinks

  • Thanks HerrVonClaussen The music is an asset pack by Ricky Vuckovic / Play - SID Chip Music : https://www.assetstore.unity3d.com/en/#!/content/14450

    I'm not sure what program he used.