digitalsoapbox's Forum Posts

  • Wow! It's been awhile since I've posted an update here. So, time to fix that!

    For the last few months I've been cranking hard on Sombrero, while bringing it to various East Coast events to show off and get feedback from those who matter: Gamers!

    And on that note, here's 20 minutes of gamers enjoying the latest update to Sombrero at GameACon, a new indie game show in Atlantic City, NJ:

    The most recent additions are a new stage, while all of the older stages have been tweaked, new characters and powerups have been added, and a new 2D lighting system that takes advantage of texture rendering and different masked blend modes (like Source Atop) that can to help give it some depth instead of just slapping a circle on top and setting the blending mode to additive.

    There's still a few bugs, mostly in the GUI/in-game HUD, but otherwise Sombrero is bug free.

    Another exciting piece of info is Sombrero's approval for Microsoft's IDhag@XBox program, meaning that if all goes as planned, Sombrero will be coming to XBox One as a Universal App! Microsoft has been great to work with and I look forward to continuing that relationship as Sombrero nears release for early 2016.

    Did I mention user-generated content is also supported for new stages? In hopefully not too long a time, Ashley will work out C2's Steam support so I can add Steam Workshop to make downloading and adding new stages easier for those who purchase the game.

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  • Same error.

  • Hi digitalsoapbox ReflexionsDev

    The black screen issue with NW12.0 and greenworks 0.4 is already solved, I posted my results on https://www.scirra.com/forum/experimental-greenworks-plugin_t117833?&start=250

    best regards,

    Until it's released, the issue is unsolved. So, for the time being this post stays, though let me know if you manage to test it in any larger/high memory projects or release it.

  • nothing. People love ignore.

    The existing, official Multiplayer signalling server can run on any desktop machine - there's nothing stopping you from doing what you're looking to do.

    https://www.scirra.com/store/game-makin ... server-161

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    digitalsoapbox - the issue was inherited from Chromium, it wasn't a NW.js issue. It's already fixed so it's just a matter of waiting for NW.js to update their Chromium version.

    Gotcha. Thanks for the clarification!

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    Ashley - is this the issue you're speaking of?

    https://github.com/nwjs/nw.js/issues/2698

    Seems it was noted as solved. Is there another vsync issue? I haven't been able to find anything else about it in the nw.js bug reports.

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    Ashley digitalsoapbox greenheartgames StaticCloud digitalsoapbox Anonnymitet - Same thing here: we are willing to help fund the development of an appropriate plugin for Greenworks.

    I've posted an offer in the Jobs forum here:

    Anyone capable of pulling this off, please get in touch. The results so far: zero replies. Hmm.

  • The title says it all; if you have experience developing plugins for C2, and can implement the Steam support features offered by the latest version of Greenworks and the Steam SDK, let's chat! Any completed plugin development will be released to the community for free - but you'll be paid for your time building the plugin.

    Send either a PM through the Scirra forums, or reach out directly to me through email at .

    Previous examples of your C2 plugin development work may be requested, so if you don't have any experience in working with C2's SDK, this may not be the job for you.

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    Ashley - if you could look into Greenworks 0.5.0 which released a few days ago and added some more functionality that would be great.

    Also it seems to have resolved the issues with 0.12.1 - so it should be working now as intended with newer nw.js versions.

    https://github.com/greenheartgames/gree ... tag/v0.5.0

    Yeah, I'm at a point where I'm ready to pay someone to implement Greenworks as a more fully-supported plugin for C2.

    Any takers? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Looking Good

    My 2cents:

    From the video I have some trouble distinguishing the players, maybe while playing on a screen this is not a problem, but maybe it hinders video watching.

    Have you tried running the game in grey color? Put a solid black layer on top and add the Saturation effect, it helps to see what pops up and what is lost in the background.

    On your page it toke a half a minute to load the background image animation. I´v a crappy connection but even do you might be losing some page views.

    Yeah, I've tried the B&W thing. Still tweaking colors.

    As for the website, I think it's not caching the low-res images for the gallery and that's slowing things down. The video itself streams from YouTube, so should already be adjusting for your connection speed.

    Thanks for reminding me there's an issue though .

  • digitalsoapbox

    Looks excellent!

    Gameplay looks frenzy fun... i would add ton of different firepower (like worms have)... you know... different weapons, bombs, Jackass with TNT...

    I think there's a dozen or so weapons in already. Including, recently, the Exploderang, which is...a boomerang. That explodes. Many, many times.

    So that should be fun .

  • Made some bug fixes:

    • A few tweaks to fix an error where a wall tile wouldn't update correctly upon level generation. Might still occur, but more rarely, working to eliminate.
    • More random enemy placement
  • Here's my team's entry for the Underground Jam: I Must Escape!

    Avoid the dangers of living darkness by traveling through randomly-generated mazes (using the TileMap object & Arrays) in a never-ending quest to find the exit - how long can you survive?

  • Should be fixed in the next build.

    Great to hear, and thanks for the reply.

  • Ashley, do you need more info on this or do you have enough?