panrebonka's Forum Posts

  • Hi all,

    I'm making adventure / escape room game. I had problem with handling mouse / touch events. Seems like they always work for object that has lowest z-index. I did function for that, that is iterating through all special objects (family) I need (not many of them, like 30 maybe), and grabs one that is on top. It works fine with objects that are hidden/revealed dynamically and objects can be set to active/inactive. It works and does what I wanted, but there is problem with this approach.

    I also check if touch is touching family every frame, and it eats lot of cpu.

    I'm attaching event sheet screen and game screen (it serves for rotating knobs).

    Oh, I tested if it's picking objects is issue, but it turns out that "is touching <family>" conditions is causing this regardless of wwhat I do there.

    Maybe some of you had similar problems.

  • Thanks, I'll definatelly give it a try

  • I don't exactly understand if it's possible or not - manual says that it's incompatibile, but on the other hand there are described extra steps for exporting mobile app using Cordova.

    I configured leaderboard, filled all keys and secrets - it was paiful process but it works on test url (localhost:5000). It also seems to work on android build - it redirects player to google login page, but after I sign in, it doesn't go back to game. Anyone else have experience with that?

  • Maybe I was not clear. I want players to be able to continue game, after they exit. Then, if player decides to play again, he/she shoud start from the point where they ended last time. Although, I don't want to create possibility to save game manually - if player dies, it's over, you've got one life. If you die, you will have to start from beginning.

    I want to make it on as many platforms as possible, for Android and iOS for sure. I tested exporting through Intel XDK and it works quite well, but I read somewhere on scirra website, that webstorage is not working in Android Apps in Google store. I'm not sure if built-in "save" and "load" actions work, because I haven't tested it opn Android yet - I hope they do.

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  • I want to implement permadeath in my top-down shooter, so generally I don't want to allow players to save. I created event that does it before closing game, but strange problem occurs - when I load saved game, it just closes game. It appears, that whole event is saved and then executed after loading game. It occurs no matter what I do - I tried to set variables that controls quitting (like EXITGAME = 1) after saving game, or use onsavecompleted event for exiting game, or use separate function for it - nothing helps. Unfortunatelly, I can't provide source file, because I deleted whole block and decided to create safe spots where player can save, but after that I thought, that maybe I should ask here. Has anybody tried to do it?

  • My latest game with refreshed visuals, improved ui and sounds added:

    [TUBE]http://www.youtube.com/watch?v=jN0mQUj0zN4[/TUBE]

  • Innovative tower defense. Create system od defense nodes and prepare for waves of enemies. It's freeplay game, it has no end - it's about earning more points. Enemies are getting harder, as you progress.

    You can play at: http://pulsespace.clay.io/

    Some screens:

    <img src="http://clay.io/games/pulsespace/claymedia/2195.jpg" border="0">

    <img src="http://clay.io/games/pulsespace/claymedia/2196.jpg" border="0">

    <img src="http://clay.io/games/pulsespace/claymedia/2197.jpg" border="0">

  • In my opinion your in-game design looks a bit poor, unfortunatelly. I like idea of minimalistic design and colours of game, I like poster a lot, but your level design looks inconsistent. Pixel-art character doesn't fit there. I also don't like rounded corners and overall proportions.

  • Playing around with dynamic lights:

    <img src="http://screenshooter.net/data/uploads/ct/dj/vugj.jpg" border="0" />

    Method that one of forum members already used. Each light source spawns many sprites that look like flashlight beams. They are rotated at given angle and pinned to light source. Ray becomes invisible when it collides with an obstacle.

    How it is generated:

    <img src="http://screenshooter.net/data/uploads/ni/oe/nwss.jpg" border="0" />

    example of light with 8 rays and 4 steps. Number of casted rays and light steps can be changed. Different colours are achieved by using different images as frames, because using tint causes framerate drop.

    I don't think that it can be used in game, as it extremely inefficient. using higher numbers for rays and steps causes better results, but it causes spawning tens thousands of sprites. On i7 machine with 4GB ram using only few sources on screen and about 40 in level, with 40 rays and 5 steps (200 sprites) per light is possible maximum, I think.

    I tried not to use steps, but change ray sprite height when it collides with obstacle. It alows to reduce number of spawned objects, but causes strange results (sprite height is set to distnce between light source and obstacle, and in acts strange when light ray collides with many obstacles; it also looks worse)

    I thought of using single sprite per light and masking it with shasow object casted by obstacles, but I can't imagine how could multiple light sources interfere then. I think that last method could be some solution and maybe someone smarter can figure it out.

  • Very interesting concept. Graphics are nice, I also like a bit dark sci-fi atmosphere.

    You could add some variety in background texture, maybe some rock formations, because it looks a bit flat now.

    I also like black creatures, but their teeth are looking bit funny now, I'd like them to look more alien.

  • Thanks.

    In the meantime I'm working on new weapons - here is a rocket launcher test:

  • I'm digging this. I decided to make it longer. Here is gameplay with some new environment and weapons. It's all randomly generated.

    Basically i plan more than one play modes - one will be campaign, with more custom missions, second will be arcade with randomly generated levels (like this one), and last will be free play, when new robots will be spawning and attacking player, until he dies.

    Here is video on youtube:

  • My fault, here's proper link: host9.office.crystalvision.pl/scrap-win32.zip

  • About project:

    I'm looking for a professional programmer/developer willing to work on a profit share basis.

    This proposal is for one ongoing project, that I want to finish. Please feel free to download and test it to ensure, that it has potential and it's worth your time. You can find the game at host9.office.crystalvision.pl/scrap-win32.zip. It's fully functional and nearly finished first episode of a game (although you will need some hint for control, because it was changed ? use LMB to move in a given direction, CTRL to shoot enemies, and P for pausing).

    I plan to add at least two more episodes with different environments, new enemies and some puzzle.

    About me:

    I'm professional designer and illustrator. I switch from webdesign to gamedev not so long ago, but I think I'm quite successful. You can watch my portfolio at elance.com/s/sewerhrehorowicz/portfolio. Recently I worked on two bigger projects ? OddPlanet and Dungeoneers (it's still work in progress). I enjoy making games, designing every aspect of them ? from game mechanic, through visuals, to sounds.

    Basically I'm looking for someone:

    • Smart and well organized ? someone, who can progress without pressure and make smart design decisions, someone who doesn't try to reinvent the wheel.
    • Independent ? this project won't generate money for some time, so you'd better have some stable income and spare time. Otherwise it just won't work
    • Team player ? we will both share the same Construct2 project.
    • Proactive ? someone who will not olny mindlessly complete given task, but who will be valuable partner, help me in designing and finding solutions

    If you are interested, feel free to contact me at sewer(at)crystalvision.pl

  • According to that article: scirra.com/blog/112/remember-not-to-waste-your-memory you can and you should use tiled backgrounds, as tiled background counts as one sprite. That's how I understood it, but you can read the article also. There are some valuable tips there.