JJEvil's Forum Posts

  • http://n64gaming.com/n64-gaming-podcast-episode-11/

    We talk about B.LAST,(my game) Construct 2, and being truly passionate about gamedev.

    More info and story bits at http://www.crunchpickle.com

  • I was just looking for feedback, not trying to start something, but I think it should be a thing too.

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  • Dualmask

    I checked out your stuff on DA. You're pretty good. Some of your stuff is better than good. But you do seem to draw mostly hot chicks. There's nothing wrong with that, who wouldn't buy a game loaded with hot chicks, but you're going to have to diversify your repertoire. All kidding aside, I think when you get focused on a solid idea for your game, you'll do fine.

  • Dualmask

    I have a nearly identical story. I guess I'm a little ahead of you though. I started with C2 a year ago. I have focused on a single game concept and it's really materializing. You may find C2 to be extremely fluid in getting your ideas into tangible form.

  • Possibly. I'll try pinning them together when I get home. It might make the rest of the problem easier to solve. Thanks for the tips.

  • frn2000

    Ok, care to share anything else? Who are you, and what are you working on?

  • I haven't used the pin behavior before. From my quick reading, it looks like it could solve the swapping part of the problem. I still need to keep them from overlapping/figure a way to properly bounce them off of each other on collision. It's largely a style decision, but I want the creatures to feel solid.

  • I am actually attempting to make 2 instances of the same sprite behave like solids without using the solid behavior. Currently, they have a platform behavior attached. The sprites are being used as enemy containers, with spriter animation skin overlays positioned to both each tick. The problem I'm having is when the two instances of the the container collide/overlap. Sometimes when they literally cross paths, the instances "swap" skins because I'm using pick nearest to assign each skin to its container. It's happening far to often to ignore. I tried making each of them solid but combined with the platform behavior, it punches my frame rate right in the windpipe. I'm dropping form 58 fps down to 19 just by adding the solid behavior. I tried writing a collision action that forces the containers away from each other when they collide or overlap, but the problem I have there is that I'm using their traveling direction to determine which way they should "bounce" off of each other. If they both happen to be traveling in similar directions when they collide, weirdness happens. I've been running at this for two days, and I think I'm too close to the problem to see the solution right now. Any help will be greatly appreciated.

    http://www.crunchpickle.com

  • locohost

    I've been working solo on my first project for about a year now. Lately, I've been considering searching for a partner/partners due to the amount of work still needed to finish my game, but I haven't had a problem with motivation, progress or ideas. Perhaps I'm just weird that way. Sometimes, I think I have too many ideas and have to tone it down a bit. I am starting to see clearly what my game will look like once its completed, and that motivates me like nothing else. I'm making something to be proud of, and It could be a truly great game by the time it is done. But yeah... SO MUCH WORK TO DO.

  • skelooth

    I'm working on my first game. Getting the word out has been... frustrating. Though I'm not a lifelong developer, I am a lifelong gamer. I get the sense that the indie game landscape has changed drastically quite recently. I think that over the past couple of years, a few things like C2, Unity, the Steam Greenlight program, and the popularity of cheap, quickly made mobile games have caused a flood of both good and bad games to enter the market. How do you stand out with a mountain of games around you? I don't know. Relatively few people pay attention when I post, so I've decided the important thing it to make a kick ass game and not worry about the rest. If I make money off it, good. If nobody ever gives a damn that's not good, but oh well. At least I made a kick ass fun game.

    EDIT: http://www.crunchpickle.com B.LAST

  • I'm considering projects to link to from my blog roll. I'm only going to put a few up to start with, and I have some criteria that I'll use when choosing. It must be your own work. I'm more interested in old school action adventure type projects because they mesh best with B.LAST. I'm less interested in mobile/quick games because I want to showcase other projects that have a lot of depth. I also would like to feature projects from developers who will reciprocate with a link to my project, so you'll need a site/devlog/blog or some sort of home base for your project. Construct 2 projects meeting the criteria will get favor over non C2 stuff. If anyone is interested in possibly swapping project links, show me what you're working on.

    http://www.crunchpickle.com

  • locohost

    Welcome to the world of Construct 2. I've found it to be quite robust and powerful. Are you currently involved with a project, or just learning?

  • Spriter is not too difficult. I haven't really dug into what it can do yet. The biggest problem I had early on was devising a way to skin my enemies with the spriter animation. Once I got that sorted, it was fairly easy.

  • The official homepage for my solo Construct 2 project B.LAST is now live at http://www.crunchpickle.com

    Also as a super secret surprise, I've posted a playable demo. Don't get too excited though, it's not the official Alpha release as that is not quite ready yet. It's an early pre-alpha test demo, it's windows only, and requires a gamead. See the game in its earlier terribleness.