DatapawWolf's Forum Posts

  • Arima do you have anything to confirm this? It's not listed on any public Kickstarter pages, and while many Google searches seems to indicate there's no suggested frame rate, it seems more that if ~60fps isn't being noted as a feature, it's probably not available, and the videos downconverted to 30 or lower, like YouTube.

  • iceangel thanks!

  • Problem Description

    When using the "restart layout" action with a fully loaded Twitter share button in the layout, an error is thrown:

    Attach a Capx

    https://www.dropbox.com/s/pdudi4seidp53 ... ample.capx

    Description of Capx

    An edited version of the autorunner example fit only for sharing scores through the new Twitter plugin.

    Steps to Reproduce Bug

    • Use the "restart layout" action. Or, in the case of the example, simply run it, wait until the autorunner character alls of a ledge, and use the button that restarts the layout.

    Observed Result

    Javascript error is thrown.

    Expected Result

    Layout to restart as expected.

    Affected Browsers

    • Chrome: (YES)
    • Firefox: (YES)
    • Internet Explorer: (YES)

    Operating System

    Win 7

    Construct 2 Version ID

    R169

  • [quote:b5n8yrsm]Is a video required to launch? How do I make a good one?

    Videos are not required to launch, but projects with a video succeed at a much higher rate (50% vs. 30%), and they also raise more money. So we highly recommend that you include one! Visit Kickstarter School for tips on making a great video.

    Your project video's file size must be 5GB or less and one of the following file types: MOV, MPEG, AVI, MP4, 3GP, WMV, FLV

    For video encoding, use WMV format in Windows. On Mac, use H.264. In both cases, the key variable is the “bit rate,” so look for that box. If it’s measured in kilobits per second (kbps), try 1500 to start. If it’s measured in megabits per second (Mbps), try 1.5. If the file is too big: Make that number smaller. If the quality seems bad: Make it bigger.

    ource: https://www.kickstarter.com/help/faq/cr ... #faq_41830

    Also guide: https://www.kickstarter.com/blog/creato ... e-to-video

    Edit: not sure about resolution, but go for 720p. I don't think KS videos can go higher. But don't quote me on it. Same with FPS. I'm assuming 30 or thereabouts is the max.

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  • farsmile90 [quote:183aeky7]

    How to enter

    Build your HTML 5 games in Construct 2, and submit them on NewGrounds.com tagging your entries with the tag "construct2030jam".

    You're allowed to enter as a team, but the prize can only be delivered to one person (it is up to that person to distribute the prize amongst the team).

    You're allowed to submit as many entries as you want. All entries must however be made fresh for the jam (you can't submit games you've already published elsewhere).

    ttps://www.scirra.com/blog

  • See here:

    You can leverage Google Analytics to track statistics, and for free! :)

  • New update! And new GIF.

    This is a snapshot of R017 containing the new hit animation, block action and animation, and weapon animation. See main post for more details! :D

  • https://www.scirra.com/contact bottom question has their contact info. Just send 'em an email with information. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Sounds like a scam to me. Someone trying to get personal information.

    Edit: I'm guessing the below is why. Without any context, "scam" was my first assumption.

  • russpuppy The inspiration came from reading about a few different battle systems that utilize stamina as energy instead of a time gauge or by turns. I took that idea and decided to expand upon it by first giving it a name, and attributing specific characteristics.

    For example the current system, being limited to one main PC, is where I get "Single" from. "Reflexive" comes from the primary actions such as blocking, attacking, and later the ability to focus in order to increase stamina regeneration. These actions will take require more of a reflex and responsiveness from the player. Now for stamina I would like to have a large maximum capacity, and one that is generally static in the sense that it won't scale with "levels" but determined by equipment. The idea of using stamina as a gauge, like I said, comes from other battle systems, but the mechanics of it are ones I have determined to fit best with the rest of the battle system.

  • Immortalitatis

    RPG Framework

    The project: an RPG framework built to be flexible and utilize what I call the SRSB (Single Reflexive Stamina Battle) system as the primary combat mechanic, and a basic tile-based movement and display system for the travel mechanic.

    SRSB: This combat system does not use the traditional turns of most RPGs. Rather, it utilizes stamina to determine whether or not an actor may perform an action. Primary actions such as blocking, focusing, and running do not require stamina but the stamina total may have an effect on regeneration or effectiveness. Other primary actions such as abilities generally require stamina and may be able to add certain buffs or debuffs, and cause damage to a target or targets. The goal of the system is to provide a fast-paced yet simple and original combat system that can be played on any device, with but a touch-screen (and configurable by keyboard/slide-out if desired).

    (

    background graphic made by Delfos of Open Game Art)

    Current Code Structure:

    • SRSB uses what I call an "action que" which means that when when a string of data is sent to the actor's que (as specified by IID), the code loops through flags to determine how the action is to be performed. Right now the buttons you see in the above GIF send hard-coded data to the que, but a list will be created in the future to dynamically add actions to a que by pulling from JSON.
    • Per-frame damage. In SRSB, I recently added assignment of damage per specific frames of animation. In other words, if animation A is chosen to play for ability B, with damage frame 3, when ability B is executed and animation A plays, when A hits the 3rd frame, damage will then be calculated and applied.
    • Weapon animations now play and the graphic is determined by the "equipped" weapon #.
    • The tile-based map system is yet-to-be-determined. I would like to use Tiled and have maps also loaded from Tiled's JSON files, but I am not sure how I would go about doing that. The current basic map was simply made using sprite objects, and will be changed later.
    • The encounter system is also working in basic form, and again will need to load JSON depending on the map and/or event. Unsure of using the traditional encounters per step like the early Final Fantasy series, or something akin to Grandia 2 or another system.

    In Progress:

    • Shield icons during block animation and/or weapon icons in the case of no shield
    • Basic Artificial Intelligence
    • Death animations and HP checking

    Questions? Comments? Suggestions?

  • Those are pretty neat. Like Aleq said, thank you for sharing!

    Edit: now that I think about it, what is/are the licensing of these two? Did you base your designs off of a licensed font?

  • May I ask why the theme was set but 16 years in the future?

    It seems geared towards inclusivity of ideas. Which, given that you are trying to open it up to free-licensers, does make sense. It's just kind of bland for my tastes. ;)

  • The below picture is an example of what I'm talking about. I know that the descriptions also show up in the left properties window, but I do the majority of my editing and managing from the popup window, so I think it'd benefit other users like me. :)

  • zenox98 thanks for testing it! I'll ask him those questions so we can get this sorted out.