firebelly's Forum Posts

  • How do you all deal with the spacing differences on fonts, between capital and lowercase.

    When I load in C2, I see this a lot:

    Thi s i s a Te s t

    Certain letters push the width out a lot, and lower case letter begin to look off. Adjusting the char spacing makes it worse because then some letters look perfectly spaced, but other are bunched up.

    Is the only solution to start with a monospaced font to begin with?

  • ShoeBox is good for managing spritesheets

    renderhjs.net/shoebox

  • Could use some help testing. I'm at an early alpha stage, a lot of features are going to be left out for release, starting with bare minimum. I'm looking for feedback on what works, what doesn't.

    EvolveUs: A mobile phone puzzle game where your combos help you win a fight.

    There is a lot of art in flux so if something looks really bad, it might be changed out anyway. So general comments would help, font too small, too hard to read.

    Super simple concept, swipe the tiles in a row, only hit same colors. Single tile clicks hurt you, but can help line up combos.

    Spells will randomly happen to make it harder to see. The little statue heads just take 1 coin from you.

    I don't know what coins mean yet. But they sound good right?

    Download for Win32: https://dl.dropboxusercontent.com/u/122492/EvolveUs.7z

    If someone wants a MacOS or Linux Version let me know.

    <img src="http://i.imgur.com/lwaUO3X.png" border="0">

  • Why are you moving the layout instead of the sprite? Just curious if that is required.

  • Did you guys ever solve this issue?

  • I have a puzzle game based off the template in C2.

    Blocks fall from the sky and stack up, you break them and new ones fall.

    Super simple idea.

    I loaded the game onto an iPhone 4s, a samsung galaxy S III and a Nexus 5.

    The iPhone and Galaxy s III ran pretty poorly, with ~5 FPS to 25. The nexus 5 was fine at 60.

    Some info about the game, I will try and post a zip somewhere...

    I have a good number of physics objects in there, 64x64px blocks, that have physics enabled. Somewhere around 40-50 at one time. This is the issue hands down. No question.

    I have tried reducing the physics iterations, this leads to math/physics problems on certain devices, blocks overlapping, just being generally ugly. Nothing stacks nicely it just becomes a jumble mess.

    I tried reducing the number of objects from ~40-50 to about 20-30, that only improved slightly, but still getting sub 10 FPS while things are in motion.

    I am looking for suggestions on this.

    I'm open to the following.

    1) Scraping the entire physics concept, moving to a less CPU intensive mechanic.

    2) Tweaking perf in different ways

    3) Trying other tools besides CocoonJS.

    If you want to replicate this. Take the default physics puzzle game, and do a grid of 7x8.

    *******

    *******

    *******

    *******

    *******

    *******

    *******

    Each time you touch a block and it is destroyed, make a new one at that X and Y-1000 or something. Basically, each block you smash, it makes one off screen to fall in place. Deploy this using CocoonJS to an older phone and see how it goes...

  • 1) check your collisions events

    2) check all your boundary boxes on all your sprites, if you fiddle with spites sometimes it gets all messy.

  • Looks like it is just a set of tools, we would have to figure out how to do it with a plug in. I imagine, it would be like a Sprite+ where you set everything as you would, but also include a normals map.

  • github.com/mattdesl/kami-demos/tree/master/src/normals-pixel

    Very simple version of webgl lighting with normals.

  • Shooting for PC, Mac, Linux at this point. Ouya maybe if it can handle it. I don't want to sacrifice perf or effects just for Ouya.

    Also the other platforms, but we'll see how those pan out. I think anyone other than iOS, Android, OSX, Windows, *nix is really up in the air.

  • I like the dynamic of the game, all this bounciness and the explosions... not sold on the character design though.

    I guess there will be some pokemonesque evolving involved?

    Originally, it was going to be an Archon rip off. Chess plus battling creatures. But I ditched it, and went for a puzzle game.

    I am still tweaking the concept, like how they evolve, etc. I have about 2-3 evolutions per creatures, so I'm not sure if you stay the same and the enemies evolve, or you capture them or something. I also don't want to be sued. You don't have to catch them all or ANY.

  • I'm not a big fan of the shoot'em'up parts (partly due to my lack of skills in playing them), but these platforming sections are gorgeous!

    The shoot em up parts shouldn't be too involved, but it will be a nice break once in a while I hope!

  • Playing around with a scanner!

    <img src="http://i.imgur.com/AWBD6OP.gif" border="0" />

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  • This is a project I've been working on as a side project to Temporus. It's just a puzzle game for iOS and Android. Just thought I'd let you see what it is looking like. I still have a lot to fix and add. It's sort of like a puzzle fighter.

    Subscribe to Construct videos now
  • retrodude Just using normal effects and fades. "Additive"