Davioware's Forum Posts

  • Don't add it as a resource. Put it in the directory of your .cap and "play music from file" > apppath&"filename.mp3"

    With the sounds out of the .cap, it makes them easier to change/tweak if necessary.

  • Set the zoom based on the distance between the players.

  • Effect updated:

    -Added automatic flashing feature, now just slap it onto a sprite and have it flash like the picture above without making any events. If you want an impact type flash you still need events, but this makes it easier for powerups and stuff that constantly flash. You can also specify the number of frames that that flash lasts. Setting it to 2 will keep the sprite filled for 2 frames etc.

    Renamed it RetroFlash.

  • what version of construct is it made in? I only have up to 99.94 installed.

  • I like how you didn't put a space in between wall and climb, used climb instead of climbing, and capitalized both words.

    I wonder what you've been playing recently.

  • Ok, poll open.

    [quote:3t0hmkkr](you gonna use paypal?)

    I'm not sure yet. I have to do some research. Are they good for small transactions? Most indie games use an ecommerce service which isn't paypal (aside from minecraft). Paypal might suit my needs though, for the beta.

  • I know, I tested it against tint plus to see the exact difference. I know it's not just TP with intensity!

    I'm just saying that It seems to do exactly what tint plus is supposed to be used for, but better. I geuss Tint plus is just faster. (if it's even a measurable difference, though I know TP is just a single multiplication instruction)

  • It's the name of a game he made.

  • how big are your graphics on average? are you using many 512x512 or greater sprites?

  • You should have tested it

    It works completely different. And that's why I was afraid of the name "color overlay".

    Yea sorry, I did test it when I got home, I just forgot to post here again. Nice effect! It makes tint plus pretty much obsolete. I know how overlay works, I just thought your effect used an overlay blending algorithm since it has overlay in the name. I recommend the name "RGB levels" or "Color fusion" for this effect. May I suggest values from 0-255 so it's easy to select an exact color?

  • Fills the opaque areas of a sprite with a solid color, and features an adjustable automatic flashing effect (can also be set to not flash to simply fill a sprite with color).

    This is different than a sprite's default color filter, because it completely wipes all color data from the sprite, and replaces it with a value from 0 to 255 for the red, green, and blue channels.

    A Megaman sprite sheet with the effect applied. No events. I do not condone the use of copyrighted sprites, this is for demonstration purposes only. Draw your own graphics, please.

    <img src="http://dl.dropbox.com/u/1010927/Forumpics/SolidFill.gif">

    It can be used to create those classic "white flash" impact or powerup effects featured in many arcade and 16-bit games. The fill can be any color, so red flashes are also possible.

    --------------------------------------------------------------------------

    This section covers manual flashes. Ignore the following instructions if you will be using the automatic flashing feature.

    --------------------------------------------------------------------------

    To create a flash effect with this shader,

    -give a sprite a 'flash' variable

    • Always -----> deactivate SolidFill
    • When 'flash'%(frames between flash,specify integer, must be 2 or more.)<(number of frames to keep sprite filled) ----->activate SolidFill
    • When 'flash' greater than 0 -----> subtract 1 from 'flash'

    Whenever you want the sprite to flash, set 'flash' to a number greater than 0. The number you choose will determine the amount of time in frames that the sprite will flash. setting flash to 60 will make the sprite flash for 60 frames.

    --------------------------------------------------------------------------

    --------------------------------------------------------------------------

    Download: http://dl.dropbox.com/u/1010927/Forumpi ... oFlash.zip

  • I didn't test it yet, but how does this differ from a solid color sprite with overlay on top of the image? I'm just curious, not saying it isn't useful or anything.

  • This is like the emboss effect, but features controllable image offsetting. The example .cap shows how it can be used to create a 70's film quality post-process effect.

    Download: http://dl.dropbox.com/u/1010927/Forumpics/SuperEmboss.zip

  • If your going to sell any games especially indie games then a demo of the game is essential.Also it wouldn't hurt to do some marketing to see if the genre or idea is popular or not.

    There has been a demo of sorts in the past: the early alpha I made for the competition. The game has proven to be very popular and universally well liked, and this is why I chose to push the concept to perfection. Numerous people have already told me that they would would pay for any new version. Popularity isn't the problem.

    And with so much "free" indie games out there it would be difficult to sell it.

    Just because there are many free products, it doesn't mean that there aren't people willing to buy a certain specific or specialized product.

    The genre is popular, and the game is fun, and more importantly, unique.

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  • I agree, at 5$ it would be a better impulse buy, and an easier buy for non-fans of the game. I've been hovering between 5 and 10 $ as a final price anyways. In comparison to other indie games, as you pointed out, 5$ seems about right. I kind of want to release the game now however, for feedback and popularity growth. I think it would be beneficial.

    The graphics are the same resolution, only more polished now.

    if it turns out to be fun.

    I guarantee you, It's fun.