Colludium's Forum Posts

  • procrastinator - thanks! And you're right now I think about it - all of the swimming animations were built from the first one I put together months ago (obviously not really thinking about it...!!). Looks like an excuse to get into Spriter again!

  • I love the style. I was getting 48 fps in chrome with intel HD4600 - which was a bit of a surprise given that there was only one shader effect I could see and not much animation....

  • It took me a long time to teach my character how to swim . I think we're just about there, although some of the animation blends still need a bit of smoothing (there is something that feels a intermittently glitchy about the animation blends in spriter, but only sometimes....).

    I've uploaded the first part of level 3; it's quite hard, I think... But hopefully not too difficult .

    I am considering making this the last game demo so I can focus on making the rest of the game without giving all of my secrets away. Alpha and beta testers are always welcome, however . You know who you are!

    Here's a glimpse of the swimming mech:

  • Yes. I have had it happen a couple of times when closing a project (leaving 2 others open). I am not sure I can quantify it in any more detail, unfortunately.

  • Letterbox Scale should fix this - no need to reposition anything in c2.

  • Here you go - a very simple character swap platform demo link to capx. It's not pretty, but it's a simple way to inherit the platform perf of the next character. I hope it helps!

  • I think rexrainbow plugins should be added to construct. Officially bought and added. His expertise has been invaluable.

    Yes indeed. C2 is largely devoid of usefulness without them!! I'm just putting together a quick example of what I mean in my explanation above - I'm going to ditch the csv import for now, but hopefully you'll get the idea. I'm not saying it'll be pretty, or even the best way to do it, but it's how I would probably start.

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  • Wow!!!

    Excellent work - love the art & good luck on Steam!

  • I would just have one player object (invisible) and change the character sprite that I pin to it. When they are not pinned to the Player, they are pinned to a parent controller (using UID references). The player FSM could be huge but I think this would be the easiest to implement - for me, at least! Then you won't need to worry about how to control lots of different objects, each with platform behavior etc; max speeds / jump powers all contained in an array, loaded from csv for ease. If you're not using spriter, put the characters in a family and control animations that way.

    I think this is what I would do, at least to start...

    This is a concept I had a while ago, but I got distracted .

  • Stop using On Collision and use Is Overlapping / Trigger Once. That might help - providing you are careful how you manage subsequent results...

    I suggest you have a read through this thread for a good discussion about the merits of using On Collision and Is Overlapping.

    8000 is rather a lot....!!

  • I feel for you taking some hard reviews, especially after putting in so much work and for so long...

    I think that your art style is quite unique (that's not a good or bad thing) but it doesn't seem to fit any genre of comics I recognize (I don't read that many comics, so I am totally prepared to be wrong about this). My point being that, with such a non-mainstream style of character drawings, you are not automatically appealing to a majority of potential players who are looking for eye-candy. When you're looking to market anything, you have to strike a balance between selling your soul to appeal to the mainstream and satisfying your inner-artist.

    My advice would be to think carefully about the style of the characters (what you have is not to my taste, to be honest, but you don't need follow my advice here). You could maybe make it work in the current style if you had some real killer animations. Lots and lots of smooth eye-pleasing animations would bring people begging to get some of your game (as long as the game-play is challenging as well... if it's 1/2 fun to play with just substitute blocks then you're on the right track; if it's boring as hell then you're betting too much, perhaps, just on how it looks).

    How you go about that is up to you - my advice would be to investigate Spriter because it's integration into c2 is awesome (if you don't just export the spritesheets) - it's really easy to create smooth animations and animation transitions. Which is what your game doesn't have today. Also, I know others have mentioned this as well, the characters take up a lot of space on screen - that's ok for a comic, where the characters don't move, but it's not so good for a combat video game...

    I don't think it's as simple as just swapping out some pixel art and then it'll be "job-done". Also, as I have learned, you need to get feedback from people who are prepared to be openly honest with you, so you can address any gameplay concerns before you go to market. Perhaps too late in offering this advice, but find some people who aren't concerned about hurting your feelings and get them to play through what you've done.

  • ^^ Gulp....

    Actually a good idea

  • MadSpy, thanks. I'm trying to use c2 audio effects - any experience with them? I might post a how do I question. I have a filter set up for application when you submerge, it just doesn't sound excellent... Cheers.

  • I'm having a swimmingly good time on level 3.... Not much to do with out of town factories yet, though.... I'm trying to mechanise floating obstacles and the like, now I think I have swimming sorted.

    I think I'll be OK as long as I don't become distracted by trying to make convincing under water sound effects, which are harder than I thought....

  • DUTOIT, well played! I'm still a cheapskate.... And I was crushed by my auto spell (btinternet) lol.