FredFors's Forum Posts

  • Heh, thanks!

  • it's not really smooth but it's decent ...

    ( Look at the trees ... )

    Yes its more the concept of it rather than how it looks in my example. I spent just about 8 minutes putting it together in the example :)

  • <img src="http://i98.photobucket.com/albums/l268/Erachon/scirra_zpsf3fcd7e7.png" border="0">

    Another mini game has emerged from a game jam! This time it was the Global Game Jam 2013. I participated with an animator friend of mine, and found an awesome sound guy on-site.

    The project worked out pretty nicely. As often in these jams, things happen quickly, so the runtime might be unstable if you're on an older computer.

    Play at Chrome Web Store

    Play at Gamejolt

    Due to some nasty hacks and lack of optimization, i'm unable to compile a web version at this point. I'm working on it, but for now - the easiest way to play it is via Chrome Web Store, or download it and Gamejolt!

    Have fun!

  • Hello people. I got a question in some thread a while back about rain effects, so i created a quick example the other day. Just wanted to share it!

    Weather effects - Rain

    Check it out! Its a simple technique, and i'm not sure how it would effect performance in various settings or frequency of use, but its a simple little concept for you to add rain to your own level!

  • I just added highscores for the version over at the Scirra Arcade!

    Check it out! Who will top the charts?

  • GamesDev

    Just made a quick little example of it. Check it out in the scirra arcade examples section, or just click here.!

  • Hmm, in terms of completed games i have a few minor games, if the quality meets the desired standards.

    Subscribe to Construct videos now

    Screenshots

    Subscribe to Construct videos now

    (coming early march)

    Screenshots

    Also, sqiddsters Airscape should be fit for that list? And there's another.. cant recall its name, but it was some snazzy one-screen arcade game on a disco floor with sawblades or something.

    *Edit - Also there's that game

    . Havent really heard or seen anything for some time.. But it looks soo sexy! Also,

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  • Pledged! Good luck, this is wonderful news :)

  • Clever! I'll look into it, it'll probably work. Thanks for the feedback.

  • Ashley BluePhaze Yes, sorry about that. Its not very clear in the capx provided, nor how i formulated my issue, but what if i have 20 different objects (with different behaviors, settings and events linked to each), but they all use the same tilesheet? Thats my issue.

    Lets say i have 20 tree objects in this project. Each tree rotates around seperate circular shapes, some of these trees are moving constantly (up or down), some never move, and some are moving based on triggered events or periodically. All of the objects are behaving different in some way - but they could all use the same tilesheet (ie. they look the same).

    If the tree was a static art asset i would of course just create 1 object and create instances of that object throughout the level.

    I've for sure missed something very crucial during my time with this tool, because there has to be a better way of doing it. So my apologies for these rather basic questions.

  • Gah, i was one search away i guess. My apologies for that - and thank you!

    *Edit: One thing though. If i have 20 objects that are the same, and using the same tilesheet - why does it have to create 80 tilesheets? That just adds to the size of the project, when it can simply use the same 4 tilesheets that are generated.

    .capx - updated capx for reference. There are 4 trees present, they all use the same tilesheet. Upon export, they generate 16 tilesheets - even though 4 would be enough. Is there a way of using only those 4? Kyatric

  • Hello. I'm currently optimizing a little game i'm working on, and i got a few questions regarding how C2 handles graphical assets upon exporting it for web use.

    I resolved the original question, but have an updated issue:

    If i have 20 objects that are the same, and using the same tilesheet - why does it have to create 80 tilesheets? That just adds to the size of the project, when it can simply use the same 4 tilesheets that are generated.

    .capx - updated capx for reference. There are 4 trees present, they all use the same tilesheet. Upon export, they generate 16 tilesheets - even though 4 would be enough. Is there a way of using only those 4?

  • Very nice collection of information!

  • A Villain's Demise - Added to Kongregate today.

    100-300 plays

  • Beautiful art direction ! I envy you!

    Thanks for your kind words!

    Another little update on the game. It is now live over at Kongregate! Be sure to check it out, and ratings are greatly appreciated.