damainman's Forum Posts

    I can't believe people are still here having this convo after all this time. You can argue and point things out all you want, but it's not going to change anything. JayJay and I have learned from our mistakes and we've moved on. This is not and can not be a serious development tool (C2), and yes it was advertized as such and those of us who are serious devs have paid for the software and may not have gotten what we wanted out of it. That's life.

    But you've blindly put your faith in something that isn't going to change, even after being told time and again that it won't. After being shown that your problems have fallen onto deaf ears. There have been enough signs to show people that if they really want to make a game and port it for that matter, this is not the tool to do it.

    I love the editor to death, but the engine can't be taken seriously. And the bottom line is, it's not your engine to change and they don't have to do it.

    If you don't like what it is, it's time to move along.

  • Jayjay I'd say we're getting triple the performance out of Unity and we're doing twice as much as we were in the prototype. More AI, more effects (there are no "advanced features" in the c2 prototype, it's straight out art and built in behaviors). And there is no way to do what I did in the prototype wrong. It's super simple (based on the pro tutorials in the forums and ~30 years of coding exp.).

    But that's not why we're using Unity now. I lovvvvveeee the simplicity of the C2 user interface. I prototype the shit out of stuff in it. We switched because of exporting to console.

  • mikewalton206 Thanks This one is getting a lot of extra heart put into it. And I'm sure your games will be great! I'm tinkering with animating the logo at the moment and my free time has been very sparse so I'm hoping to get something up to show everyone by the weekend. I did a bunch of art/animation last night and I didn't like any of it. Will probably be taking another crack at it tonight if all goes well.

    • Chris
  • Well the next game doesn't have quests but it has lots of text and dialog. It wont matter if they skip it, it just takes away from the overall experience. Their loss. 7/10 "This game lacked any sort of story" - Noob. Meanwhile they skipped everything XD. We have an achievement in IB For people who actually a) Skip the cutscenes and b) skip the tutorial. You can then check the profiles of the people on Steam who left reviews and complained against their achievements Most skip the instructions and then don't know there is a grab button...

  • Over the holidays I revisited Insanity's Blade and gave bits of it an overhaul. Previously we had been doing minor updates, I started tweaking the controls etc at the start of December. Started fixing up some stage gfx I wasn't quite happy with and realized the camera was just way too jarring in some spots. So I ended up completely re programming the camera fro single player. Here is the list:

    -All new smooth single player camera

    -Thurstan can now attack from ladders, vines, poles etc.

    -Thurstan has faster attack speeds

    -Attacks from the wall are much easier to pull off

    -Speed through intro and outro text with punch/jump or just skip it with start!

    -Fixed graphics on several levels (Church Stage platforms are now completed!)

    -Icon for store daggers updated to show proper number (game originally had 6 but was cut to 5 and the icon wasn't changed :O)

    -No more back tracking! When you go to receive a quest the game will automatically go to the stage you need to go to and skip the hidden wall sections completely

    -Added the Plague Doctor enemy back into the Plague City stage

    -Several enemy AI bugs fixed

    -Grab issues for some enemies fixed (note that tree men are not meant to be picked up - some things really are too heavy for Thurstan!)

    -Falling platforms in forest stage reprogrammed and are disabled for co-op

    -Special Weapon and Quest Item pick up is now automatic when you walk over them

    -Tighter analog stick response

    -Grab animation plays when holding weapon now - grab distance increased as well

    -Many other little things have changed here and there, like map font colors, the selection cursor for the map screen and the dialog box graphics

    The camera alone made the game way more playable, and shooting from ladders gave you a huge new advantage. We took out back tracking because people weren't reading the quests and completely getting stuck.

    Anyhow if anyone here was playing it, it's worth playing again now. It's almost like a new game

    Back to the grind with me! Cya! <3 <3

  • We moved to Unity but this video is the C2 prototype of the game. I'm still using C2 to draw the sprites/bgs/etc and test animations and theories.

    • Chris
  • Ethan Thanks! Portability for the most part. Our last game was heavily requested on consoles and C2 can't do that for us. I love the interface though. Mobile communication devices are not our target with this game either, and windows builds are far from our minds at this point. This game is not being done in C2, I only used C2 to build the prototype/proof of concept in the video. I'm still using C2 to do the art and test animation etc. Then exporting it.

  • Hey guys!

    Just wanted to post a video of our final C2 project to show off the platforming engine one last time! Battle Princess Madelyn is a prototype made in C2 as a proof of concept for a game we are currently working on. It was made by myself and JayJay and is being made at the request of my daughter who is a big fan of Ghouls N Ghosts and the big scary bosses it contains. We announced the game a couple of weeks ago on my daughters 5th b-day <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    My daughter wanted to be in Ghouls ‘n Ghosts and fight “Green Head”, I said it was someone else’s game but I could make her one that was like it. Then she said “But girls can’t be knights, Daddy. Only boys…” to which I answered “Pshh…What color do you want your armor to be?”. The answer was pink 😉 And that’s how this game started. My daughter Madelyn loves the first stage of Ghouls ‘n Ghosts and makes me play it over and over because she want’s to see me fight “Green head”, the Shielder boss at the end of the first stage. It’s not hard for her to twist my rubber arm as it’s been my favorite game since it came out years ago.

    So here we are almost a year after I started tinkering with the graphics to a full blown polished prototype. We have all of the pieces in place with this one! A beautiful movie quality sound track. An actual cut scene artist. And oh yeah – a children’s Author to co-write the game plot and dialog with me (this is based on a story I wrote when I was 9 year old… it needs heavy editing 😉 ). We’re going to take our time on this and not give a release date until we are satisfied that we will hit no snags with development.

    On that note only the prototype has been done in C2. The final game is being done in another engine due to portability and speed. The interface for C2 has been absolutely fantastic and I will miss the speed it granted me to flesh out my ideas. I will however continue to build my art in it as I've become rather fond of the editor.

    So here is our final video, the entire prototype (minus showing off all of the weapons and powers). Enjoy <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    • Chris

    You can view the video here:

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  • Nixel Maybe you did? I just went for the buttons next to the other two automatically XD - I tried it like directly when I got home from work so I was a little burned out XD! I'll check it again. If you have twitter, pm me your account and I'll pop you a key for IB

  • Nixel AWESOME JOB!!! I just played through the demo. AMAZING!! I loved alllll of it!! I'd go for a jump button - but if I was using my nes pad/snes pad while playing, up isn't an issue to jump for me. I'll try it out later and hopefully it'll work (it does for IB so I'm assuming there will be no issue!)

    Keep it up! I'm glad to see this one hasn't stopped!

    -Chris

  • The v-sync issue is totally a thing with node webkit. We've had users complain that if their monitor sync isn't 60hz then the game acts terribly. All of mine are set to 60 (or 59.97...or whatever it is) So the only time I ever see jank is the start of a stage like things are still loading (hard drive light usually a good indicator of that).

    I'd love it if sound was loaded in and was unloaded per layout with loading screens, that would probably kill that issue off entirely for us (dual sound tracks being a real memory hog as you get closer to the end of the game).

    Regardless, I realize as far as desktop goes, we are stuck with the bugs of chrome. And the wait and see game has bit us in the butt. Are there no other options as far as wrappers go with desktop?

    I do love the interface for C2 - I can toss a prototype together in a day and have it looking better than shit you buy on steam. It's almost flawless! It's powerful. I use the built in tile editor to do my sprites - that's saying something (reminds me of one I used 30 years ago on c64 only much better).

    Stability and limited exporters are really the only thing that hold it back...the sound thing is an issue too, but I have a feeling that's also the chrome thing. If I run an ambient loop along with my music track it often never plays the ambient loop, despite using the same code to start (aside of file name).

    If I hated it I wouldn't be here. Nor would I give a shit about talking about it. It is fantastic. It just needs more options and I do agree that having someone come on to help with the project would more than likely benefit it.

    /end non-rant

  • newt But... My Frogger clone...

  • Well you didnt read the OP. The thread has been hijacked somewhat i feel

    It sure has! Lots of valid bits flying around though.

  • So The Next Penelope runs great - doesn't use platforming. All of the people complaining are using default platforming behavior. That's what I'm taking from this.

    In our case, the enemies also use the platform behavior if they are ground based. Our jank isn't like Lunatrap 's on every machine. I haven't seen our game do that in a long time. I see random stutters like something is loading... sometimes at the start of a layout it might do it heavily or not at all - sometimes in the middle of a layout it can happen. It's the ones that get the big jank where the jumping goes haywire, etc.

  • newt The overlapping work around does indeed work for the most part. I've had to do it for most of the game to rectify the lesser lurching. Bullets not making contact etc. Platforming however was a different beast. I got around that too. The worst offender was the vertically moving platform vs player gravity which I fixed by pushing the player back out of the moving object with something like if sprite is overlapping at y + (number) then set sprite y - (correct distance to top of sprite etc.).

    It does work and since it's doubling the detection code, I'm sure it's taxing.