Jase00's Forum Posts

  • Thanks for the feedback!

    I've released a Demo, link is on first post!

  • This would be awesome. I hope to know if this is at least possible to implement in any way.

  • Interesting. Definitely consider uploading a capx, I'd be able to solve this quicker! :p

  • DUTOIT is right! In my experience, having just 1 event sheet containing over 3,000 events caused weird loading delays each time I click on the sheet. Ashley advised me in another topic to split the events into separate sheets and it worked

  • DravenX Thank you! The bunnies only stun eachother, no death. I'd feel too cruel playing my own game if they get mercilessly killed lol

  • Thanks!

    I've made an update video which is a lot less amateur than my first video

  • , YAY! I've always wanted an internet!

  • Goddamn that looks immersive. Keep up the good work!

  • Hello one and all! I thought I'd share my current project, which is a free online platformer-fighting game that matches you up to a random other person (Inspired by Omegle <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">) that you must battle.

    It's being designed to be supported on Android, as well as PC (Windows, Linux, Mac as usual <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">), so you can battle against players cross-platform!

    Demo: (Needs other players to be online to play, and this game is not currently well known and has very few players.)

    http://www.newgrounds.com/portal/view/639073

    Subscribe to Construct videos now

    It's in really early stages, and it's hard to find consistent time to work on it, so I've prioritised my goals and focus on the gameplay mechanics primarily. (Which is why the art is very messy and stuff is borrowed from my other projects as of now).

    I've paused on my main project, so that I could experiment with the Multiplayer object and see what I could come up with, and it's gone a lot better than expected and this is what I've come out with. I'm very driven and motivated to get this project to a high standard with a lot of polish!

    I launched a Kickstarter to raise money to be able to test on a Tablet and also to afford a Google Play license. I've always held back on the idea of starting a Kickstarter, but I'm a quiet person and thought it might help me get noticed, even a little bit, as well as fund for me to test and deploy the game when it's finished!

    Kickstarter link is here, if you're curious.

    IndieDB : http://www.indiedb.com/games/super-bunny-fighter

    I'd love to hear any feedback! Does this sound like something you'd play and enjoy?

    Thanks for reading!

  • You know when you export as Node-Webkit, and you get that little "Dxinstaller" .exe thing? (Forgot what it's called)

    Perhaps you need to run that once, then try running the project. Happened to me in the past and worked for me

  • I love making game menus! I don't think I hate anything in terms of creating or implementing (Though I'm terrible with sound/music creation, I do think it's fun to work with!). I hate it when there's a problem in your events but you just can't seem to figure it out and begin to think it's a bug but you continue to check and then eventually realise it's the most obvious thing ever, like a slight misspelling, and volia!, you fix it. I mean it's satisfying to fix the problem, but it really gets annoying when you spend over an hour at a random problem when you want to work on more important things

    I think this should have been posted in the Open Topic section, could lead to some interesting discussion!

  • Yo bro

    Your lighting effects and day/night effects are amazing!

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  • This looks incredibly pretty, nice effects and artwork!

    But I gotta say, the gameplay. Trailer doesn't show too much, looks like all you can do is walk and jump. Though I'm sure there's more to it, it's only the 1st trailer

    Goodluck!

  • Just to give a bit of input that makes me fearful to use Tiled Backgrounds in a Linear sampled game:

    Here's 2 screenshots of a test application ran in Chrome.

    The scale is set to Crop and the image is perfectly 64x64 (The blank square is tiled background, the one labelled 'sprite' are sprites lol).

    The tiled image is stretched out and used as it should be, whilst the Sprites are positioned next to eachother (64 pixels apart).

    The image is totally red, but there's 1pixel line at the bottom of the image of Blue, and the top of the image is 1 pixel transparent. (Again, still keeping to 64x64, as we are advised to do this to prevent seams)

    So from this setup, the seams you would expect to look the same for both the sprite, and tiled background. And it does when the zoom of the layout isn't changed. This is good!

    But if you zoom out/in, certain zoom amounts will cause seams in the tiled background (Which should not happen as long as your image is a power of 2 [64x64])

    This shows that it is probably better to use Sprite if your game has zooming or uses a "Project scale" feature that causes images to zoom in/out.

    Ofcourse, I'm not suggesting you SHOULD use sprite, because perhaps this is an unreported bug, but I've never really thought to report it as I read from other posts that seams are a global texture/hardware problem and so it's probably going to remain this way unless we work around it.

    Here is the example file I made: https://dl.dropboxusercontent.com/u/776 ... 64x64.capx

    EDIT: Grammarz

  • +1 for Bandicam