dhoeke's Forum Posts

  • Hi everyone,

    I'm in the polishing phase of my game and since I got quite some performance left, I want to use larger sprites than the one that are acutally in the game. So I want to relead the sprites from a larger source file than the previous one.

    But that means that the sprites change their size in the game also.

    I just want to have the larger image for a better upscale quality. I would like to avoid having to resize every single asset in the game. And since some assets have a negative size (e.g. -500,500) so they are mirrored, I cannot change the size globally.

    Is there any way to re-import sprites from the source and keep the acutal entity size?

  • Congrats on your first game, man!

    I find it very hard to get into. The game is not very responsive, everything comes with a delay (like, for instance, when you press space, it takes almost 1-2 seconds until the character reacts). Also, you could maybe make the overall menu handling a little easier. Don't let players go out there without a weapon, it's dangerous out there! And save the setup so players don't have to re-setup it over and over.

    I never got further than killing one zombie and I was frustrated since I went out there without even a stick multiple times. But I see where you are going with the design, I think it has quite a potential. Keep it up!

  • Yeah nice already. I like the overall implementation of risk incentives.

  • Soooo.... I bump this with an update? Or is this not how it works in this forum?

    The universe map on which you can travel from planet to planet and choose which locations and levels to visit is getting closer to its final look:

    Here is an early concept for comparison:

  • Noga Actually, that's quite a difficult thing. I'd say, if you want to publish to a platform, you must have one test device minimum. How do you want to know if it even starts if you cannot test it?

    Also, the performance on the many existing devices can vary highly. It's useful to test which device allows how many graphic settings.

    I think it's really good to ask many friends and family members to use their devices for a quick test. I for once own a Galaxy Tab 2 for low end testing and a Galaxy Tab 4S for high end testing. And that's really needed for my game to find out where I must cut things in the game to keep the framerate alive and which graphic settings I should offer. But my game is very graphic intensive on the other hand.

    I cannot recommend to buy an apple device. I did so, I bought an iphone 4. With the enforced iOS updates, you cannot run *anything* on these older devices, so you start a buy-the-next-device circle. I suggest relying on family and friends for iOS and to buy Android test devices that represent low end/high end devices you actually want to run your game on perfectly. So if you have a game that won't use too much RAM and is not very timing intensive, go for a mid range Android device. If you have a timing/RAM intensive device, you should really have a high end + low end device to test out the limits of your game.

    If you test on devices on your friends+family upfront, you migh also find out what kind of device might fit best.

    I have no cloud testing experience so far, so I cannot say anything about it. What I can say is: Testing is essential, and best is if you see live what's happening on the device rather than getting a description.

    Sorry for the long post. This is my very personal advise only, of course, you have to find out what suits your needs best. Good luck!

  • Thank you Nagval333 that's highly motivating

    jaypeps81 Yeah Scott is still a placeholder concept art, so he's almost literally cut out

    I was thinking about whether the background might be too much or not earlier. I'll keep an eye on that. Thanks for your feedback!!

  • Hi, nice job on this one really!

    But, I wondered, why would you go with such uncommon controls? Since left/right is controlled via arrow keys already, we not make arrow up the jump key?

    Also, when you lose your last life as a player, the screen just gets black and nothing happens.

  • Hi everyone,

    here is my indie game Scott in Space:

    Screenshots

    Thumbs up or thumbs down?

    How do you think the game can be improved?

  • I think the game is very uinque in style and gameplay, that's very good. I think the enemy AI has potential. Just let them do damage and/or give the player a reward (score would be a most common solution) for killing them, then this behavior will make it very fun to hunt them down. Also, the game has a cool style!

    I strongly recommend going for more common controls, though. I played with keyboard and yeah... Z is on the German keyboard layout in the upper row, not on the left bottom (I just noticed this has been mentioned above. I leave it here yet ). And all that confusion with S, X, and A... typical controls are E/F for enter vehicle, W,A,S,D or arrow keys and space/Ctrl/Alt for firing/jumping. Even when you can re-bind the keys as a player, I personally think it's important players can start withi intuitive controls right away.

    It's just a suggestion, of course, it's up to you

  • ryanrybot

    Thank you, too. Don't know how that mention BB code works atm.

  • tumira ryanrybot

    Thank you!!

    Then I'll proceed with tilemap + background/forground sprites.

    (Why does linking to tumira work, but not to ryanrybot???)

  • Yep, it's Firefox 35.

    As mentioned:

    [quote:3oei6uaq] I'm sure about that since I did not touch the game at all and from one day to another, suddenly the shader effects were quite problematic.

    In my case, light objects (WebGL Destination Out effect) did not use the blend effect anymore and some transparent glas objects were overall just strange, white glowing boxes. And I did not touch any of these objects. What's why I was looking for what I had done wrong for about two hours until I realized the only software that changed was Firefox browser, it updated. And since everything works fine in Chrome, you can be sure it's Firefox. Very annoying.

    (And, also, people not using C2 are having problems with WebGL from what I get on Twitter.)

  • You can give the button an instance variable (that can always be checked via condition) and always give it the same text as the button has. It's just one more action, problem solved

    Just sayin'

  • I'm currently having WebGL problems too, it's since the Firefox 35 update. I'm sure about that since I did not touch the game at all and from one day to another, suddenly the shader effects were quite problematic.

    Took me some time to figure out it's acutally Firefox.

    Everything's fine in Chrome, so..

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  • Hi everyone,

    I've got this question on my mind and hope you can help me

    I'm currently in the process of designing a platformer. I'm using the tilemap object to draw the levels quickly and as far as I understand it from this article {scirra.com/blog/ashley/3/tech-blog-tilemap-tidbits}, that's quite an effective way to go. But the beginneres tutorial for platformers {scirra.com/blog/ashley/3/tech-blog-tilemap-tidbits}uses single snap-to-grid objects to create the levels.

    Actually, you can achieve the exact same level design result with both techniques.

    My question is: Which of these ways is more performance friendly? I'm using a 96x96 grid for the tilemap at the moment:

    I'll gladly take any answer and advice on this topic