ryanrybot's Forum Posts

  • Your art is amazing! Everything is off to a great start, even though you don't quite know which direction you're going with it yet.

    If you are taking some feedback, would you mind if i suggest a few things?

    ...OK, good!

    -The main character animations could use a liiiitle bit more speed. Not the actual movement speed, just the animation; it looks a tad slow slow. Maybe 20% or so would feel better.

    -The camera is very jittery when you change direction. This can be helped by having the camera center on the main character when stopped. If you try my game, and like the camera, I can share the settings with you.

    -It takes too long after you land before you can jump again. If the time between landing and jumping again could be shorter, it would feel a lot better.

    I think that's all the suggestions I have so far. You've done a great job so far, and i'm sure it'll be a really cool game when you finish.

  • I whipped this up real quick. It could be more efficient with some functions, but you should get the idea.

    Just click on the timer buttons.

    https://dl.dropboxusercontent.com/u/305 ... index.html

    Here's the capx.

    https://dl.dropboxusercontent.com/u/305 ... ircle.capx

    Here's some more reading on the subject.

    https://www.scirra.com/tutorials/1377/h ... onstruct-2

    clock-wipe-effect_t116106

  • I'll see what I can do for you. No promises though.

  • Could you do this with the option to turn off the noise filter? It's a beautiful effect!

  • Wow, I could definitely see myself using this effect. Any idea when it will be ready for the masses?

  • Well, there's quite a bit going on in that image.

    I would break it into 3 separate parts; The background image, the radial wipe, and the counter. There's also the text at the top, but I'm going to ignore that.

    First, create whatever background image you want. Simple enough.

    Second, create the radial wipe. Now this is probably the most complicated part as you could use math to mask off more of a semi-transparent black square over time, or you could use a frame animated wipe and overlay that on top of the image. Either way will work, depending on your skills.

    Third, creating the counter. This is just as simple as creating a text object and using events to count it down. You could do something like set up some variables to hold the number, and every 1/10 of a second subtract 1 from that number.

    Overlay all the parts on top each other and you have yourself a nifty little cool-down sprite.

  • Achievements and cloud saves for me, please!

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  • Hi Gigatron, could this effect be applied to an individual sprite instead of the layout? If so, I might be interested in something like this.

  • This is a tough question to answer as there are so many different factors that would affect how many sprites you could have.

    -Size of images

    -How many frames of animation they each have

    -How many of them need collision checks

    -How many events they each use

    -The computational power of the device

    -How many overlapping layers you have (fill rate)

    -Resolution of Layout

    That's just off the top of my head, I'm sure there's a few more factors as well. You would have to run some tests to see what you can get away with, once you have a better idea of what you want to do with your game. Start by making one character and duplicating it a bunch of times and see how many you can fill the screen with it until the game slows down too much.

  • Thanks ! It's certainly not abandoned, just just on hold for a little bit.

  • Hi Everyone!

    Just wanted to let everyone know that development has slowed down since March, but I am still fully committed to completing the game.

    This summer has been quite busy for me personally, so unfortunately the game has to be on hold for several months. I will be back on it in August and hope to have more stuff to show by September.

  • Is the blue square an imported image, or did you use the fill tool from within the image editor?

    If it's an imported image, what colorspace did you use?

    Does it look the different in every browser?

    -------

    I just did a quick test, and I cannot duplicate the exact colour difference that you have. There will always be a slight variation in colour when rendering in a browser, but that seems way off. I even took a screenshot of your 2 blues and used those in my tests, and the results weren't that noticeable.

    Perhaps you could try a slightly different blue, and see that makes a difference. Even just a few small tweaks to the colour may fix the issue. It could just be one of those freak colours that renders wildly different.

    Also, your monitor might be enhancing the issue. On my IPS your colour comparisons look much closer in shade than they do on my TN monitor. So that might be partially to blame as well.

  • It seems like you have already made up your mind, and I don't know if there's much we can say to convince you otherwise.

    tunepunk responded with a great list of things you can, and should, be doing as a game developer; most of them at no cost to you.

    It's not the software you use that makes your game popular. It's the ideas and dedication of the developer putting the time in to make a great game that makes it popular.

  • Hmm... You're right!

    *Scurries off*

    "Okay everyone! Shut it down. Dalzar said no one is going to play your game."

    *Hurries back*

    Everyone knows it's a big waste of time now, and stopped all their projects.

    ...

    The winky face is because I'm joking.

  • Sure, you can make title and intro screens and stuff like that. If you want to check out what is possible, there are quite a few games made with RPG Maker on Steam; To The Moon being one of the more popular ones.

    As for IAP and ads, I can't say I know for sure. There might be a way to have them in MV, but I don't know for sure. The RPG Maker forums might be a better place to find answers, as I'm not very familiar with the newer versions of the software.