Davioware's Forum Posts

  • So, TowerClimb has grown. It has a lot more content, better gameplay, better music, better everything, and polish. I hope to be done with it in the next few months, if time allows. Everything is pretty much done except for the final levels and a couple of other things.

    However,

    It's in a very playable state right now, and I would love some testing and feedback.

    There's two options with regards to release.

    1. Finish the game completely, and release it.

    2. Set up a public Beta, which would allow you to purchase the game at a reduced price, and play it right now, while providing feedback. Purchasers would get the full game when it's done. A pre-order of sorts.

    I'm leaning towards option 2 because I know there's a group of people who would buy the game, and their feedback and testing would be very beneficial (and motivating).

    What do you think? Is there anyone here who likes the game enough to throw down 5-7$ for the beta? I think TowerClimb, being a roguelike, merits community input during development, and that's why I'm leaning towards the public beta.

  • Flash is much less powerful than DirectX. You would notice a massive difference in performance if it were possible to directly port a Construct game to flash. What's needed is a specialized runtime which limits a lot of editor options, since flash is not compatible with a lot of Construct's current runtime features(this will happen with Construct 2, but it won't use flash initially, someone will have to write a runtime for it. It might not happen at all.). Stencyl is a lot like construct, and it exports flash games. The difference in performance is massive. Massively bad.

  • I agree, subforums are practically invisible. There should only be one level.

  • is its reliance on DirectX for its effects?which seems to me rather unfortunate, since visual effects are just fluff.

    It's not just for the effects. The whole rendering engine uses DirectX.

    In short, the answer isn't "no"?the answer is "the developers don't want to".

    It's more like "the developers were young and didn't know better. now they can't change it, but they will in the next complete rewrite.". Construct 2 is going to use OpenGL.

  • Rojo, you should fix the .fx for the next version of construct if you haven't already.

  • How long have you been working on the .cap?

    Looks like you need to use save as, not save.

    What version of construct are you using?

  • I am currently not working on this. Haven't in over a year. It may be released in the future for free. It was too ambitious, and out of the scope of Construfeasibility (the physics engine isn't robust enough for what I wanted to do.). The code's a mess, and the newer versions of construct break the physics engine too much. Most importantly, the work to fun ratio was too small to be worth it. Good design goes a long way.

    TowerClimb gets all of my attention now.

  • No, unless you have a huge object that needs a custom hitbox to save on performance.

  • Awesome. Like Arima said, Construct is the ideal game creator (and programming tool) I've been searching for. The first time I stumbled onto the website I looked at the rainy ghost shooter and RTS tech demos and though to myself, "No way this has the ease of use of mmf2.". I was wrong. And that cake looks delicious. Purple chocolate cake with lime icing. Ash, Davo, (and Rich) you have changed the world for the better.

  • Kayin, Is the fps drop limiting? How much does it drop by? If it's a complex cap (with events) then the drop could be due to many reasons. I could have a look if you want.

  • Just set the speed towards the object, doesn't seem all that complicated if the object isn't moving. Use the set X velocity and set Y velocity actions of the platform movement.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Has it changed much since the gamejolt demo? Can you climb a lot faster now?

    I increased the base climbing speed, yes. There's also an inventory system, and items which you can store, throw, do things with... The music has also been completely redone. More levels than the original 3 that were in the demo, better polishing in general, more character control, more gameplay variation, greater level of epic, and so on.

    Oh extra thought, dunno where you're at with the game and all, but I thought levels where you had to climb the exterior of the tower for a level or two would be really cool. Then like some jerk of a bird could come and try to knock you off or something. Not trying to give you too much work haha

    yea, there's something like that.

  • Yea, I'm probably gonna change the hand completely. I got a better idea. Nothing's final yet.

  • And the point is?

  • 1.ALWAYS -> set unitCount to 0

    2.obj selected="yes"

    ___for each obj ->add 1 to value unitCount

    Make sure to set unit count to 0 every frame with the "always", as shown.

    I call this type of setup a flush variable, because they never keep their value for more than 1 frame. Event order will matter greatly when using these, because you have to make sure your events which reference unitCount take place after the variable is "filled", otherwise it will just always return zero. Hope this helps!