Jase00's Forum Posts

  • , 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

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    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!

  • 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

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  • +1 for Bandicam

  • Regarding fangames,

    I used to use KnP, TGF, MMF2, and I used to make fangames of Sonic and MapleStory. I still continued to do that even when moving to C2, but I began to realise how bad it could become if I made a game that (somehow) became insanely popular. For example, maybe if the company was really strict, they may demand me to remove my game for download, meaning all the months/years of work would be destroyed. (Though the experience gained would be pretty awesome)

    I still have ideas for fangames that are small, and I reckon I'll make them for a laugh some day, companies don't care (afaik) as long as you're not generating millions of £££ from using their content without permission.

    So as a general opinion, yeah continue making fangames, it's great, it really is! There's some amazing Sonic fangames out there that I've played. But if, and ONLY if you want to make money in any way, consider dipping your toe in the waters of Original Content.

    Whatever path you take, goodluck! I'd love to see you post in the Works in Progress sub-forum!

  • +1 I've experienced this too, though a smallish workaround is to click Pause on the debugger, it will pause all the profiler stuff so you can read it without it moving everywhere

  • Looks sweet!

  • vtrix , hey, you're right, never thought of that! I can add an extra instance variable and increase it when each one is reached. Thanks!

  • Hey!

    So I was wondering about a new action in the pathfinding behaviour that I reckon would be of use to those making platformer games.

    I've implemented the behaviour into my game and it's going pretty well so far, but I realised that the pathfinding behaviour expects the sprite to go EXACTLY into the coordinates of the cell in order to begin travelling to the next cell. This is a bad thing with platforming, as is could be pretty unlikely that the sprite will go exactly into the cell's coordinates.

    I was thinking an action "Go to next cell" would be great. This could be used with the event "Pick overlapping point", to test if the sprite is overlapping the cell's coordinates, which will then allow the sprite to begin travelling to the next cell, rather than incessantly trying to precisely hit the cell's coordinates!

    Is there any shortcomings to this idea?

    Thanks!

  • I have all 4000 events in one sheet haha, I will split them up and will report back. And sure, though maybe having 4000 events is why it takes a short while to preview. I'll have to break the project by removing third-party plugins (I think I remember all the ones I've used) I've used but I'll give it in it's current state. I'll email it soon

    EDIT:

    Ashley I think I just figured it out myself actually. I looked back through old emails we had and you mentioned how on my last project, it had over 5000 images which was bad, I've basically done that again, looking in my projects' folder I have around 1500 images. This is due to having multiple weapons/clothing in my game that can be equipped dynamically with different characters. I think I remember trying out using external images + "Load image from URL" for animations but I couldn't get what I wanted (I tried using 1 object that had multiple isntances, but they all have to share the same image data so I couldn't have more than 1 clothed player/weapon when using external images) So I've ended up repeating the same process again without realising I mean the game runs brilliantly at 60fps (even on older laptops), but C2 itself is chugging since I'm designing it pretty poorly I suppose.