sirLobito's Forum Posts

  • Yeah Rory!

    I�m the gears behind the "group" are a huge if, jajajaja, but, yes, that�s more clever, thx ;)!

  • You can try to combine (be sure it�s not going to be the best idea xD) the "system wait" with a "global var".

    Global var start = 0.

    System wait 3sec. After that, change the global var start to 1, and wrap everythingelse in a "if conditional" in which you check the value of "start". If "start" is not 0, you can move or do what you want.

  • Here I?m again.

    I?ve made several new tests, and these are my results:

    <img src="http://dl.dropbox.com/u/7026907/scalex.gif" border="0" />

    I?ve made some screenshoot. The image above is divided in five cell, each one depends on the scale mode. And inside each cell (except the first one), there are 3 more cells with screenshoots of the same test but in a different size window (first is the smallest, last is the biggest).

    Not sure about what?s the best choice ?What do you think?

    I don?t think there is a perfect one, originally, the player?s eyes are squared, have this something in relation with the player sprite size? Does it has to be a square styled one? (for example, 48x48).

    Thanks for all your help.

    UPDATE: After some more tests, I think the best choice is the last, the letterbox integer scale, because of the integer, but curiously, the look of the game is better in bigger window (when it automatically resizes the layout to a 2x scale I supose) than the original 1x.

  • sh*t... I'll have to change lots of things since it's origin, jajajajajaj, at least, it's not too late and I've learne one more (really interesting) thing, thanks ASHLEY.

    Yeah, I know the new iPad has a biggdr res, but for now, I'm making my game for Pc (I'll prepare a mobile/tabletl) version once it's finished.

    I'll make some more test tomorrow with a 1:1 scale and post here my experience (it maybe be useful for others :)).

    Thx

  • I?ll fix the post now, yes, you?re right, I?d sampling to "point", cuz I tested the "linear" one and it doesn?t break the pixel, but everything gets too blurry.

    Oh, so the trick is to design in 1:1 scale, and scale upwards... like designer, I thought that would be badder because of the original size.

    But, if I want, for example, to get a good result in both 800x600 and 1920x1080 resolutions... that means I need to make in a 800x600 original layout?

    It?s my first retro style project, so sorry for this, and as always, thx :).

  • <font face="Arial, Helvetica, sans-serif"><font size="3">02/08/2012

    <font size="2">New blog entry about technology used for creating the game:

    And think in the next entry I?wll start showing some character (maybe interactive?) animations and so on...

    </font></font></font>

  • <font face="Arial, Helvetica, sans-serif"><font size="2">Hi there guys.

    I?m not sure if this is the best place to post my doubt, but well,I haven?t searched any other that fits better.

    I?ve read the multiple screen resolution part, and the manual part about screen scale types and well, I?m having some issues in my project.

    I?m workin on a game, in which resolution (for now) is Full HD (1920x1080).

    I?ve tested all the scale modes (and also, width different sampling modes), and my problem is that, when the screen resolution is lower than that, my images get "blurry" and pixels get broken.

    I think this is a common issue, but I?d want to know is there any way of improving this, or if I have to make the game in other (more proper) resolution.

    <img src="http://dl.dropbox.com/u/7026907/scaleMode.gif" border="0" />

    As you can see, the wall pixels get broken it some scale modes.

    My actual (and what I think is the most adaptive) project configuration:

    • Pixel rounding: On
    • Windows size: 1920, 1080
    • Fullscreen in browser: Letterbox integer scale
    • Use iOs retina display: Yes
    • Enable WebGL: On
    • Sampling: Point

    My main (future) objective, is to release the game for Windows8, so, I don?t know if this gets fixed once makin the final exportation or it will continue like this.

    Gotta say I have big images created to and resized to smaller ones in tha layout view, but I don?t think this is the problem (in the example above, what it gets broken is a tiledbackground).

    Thanks for all your help and comments, and sorry if this is a too stupid question.</font></font>

  • Not sure but I think the particles way is not a very good idea cuz particle effects are (or I think I�ve read it) too resource intensive, so I�d try to create a rain effects usin multiple sprites spawns (and destroying them once they hit something or get outside layout).

  • Thanks for the early feedback guys.

    devMidgard: I think I will catch your attention (and grow up the expectation) as soon as I show you some gameplay o live action scenery, I�m quite sure about that. But it�s still too early for that. Think I�m only one person making all the sprites, animations, background and functions of the game, and I have a 8h/day work, so my rithm it�s not very fast, but I promise I will show something more interesting soon.

    In the meanwhile, and as nemo says, I think it�s a good idea to have a public log (I know the risk of showing some mechanism before I finish) and get back to it when I finish it to have a timeline and improve from there to future projects.

  • <font face="Arial, Helvetica, sans-serif"><font size="3">30/07/2012</font>

    <font size="2">A new (short) devlog entry:

    </font></font>

  • As says, it�s all your choice.

    I�m working on my second game (the first one was in Flash) and for now, I�m creating all my assets and animations.

    I will ask for help when I get to the music part, but the rest is going to be all done by me (I�ve created a devlog about my game if you are interested on it: post).

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • <font face="Arial, Helvetica, sans-serif"><font size="2"><img src="http://dieeeeeeeeee.egoitzosa.com/cover/logo.png" border="0">

    Hi there

    As I?m working on my game, I?ve created a little tiny blog about it?s development, the idea is to publish how the development is going and show some sprites, animations, screens, videos or gameplay as the development advances.

    My english is not very good, so sorry all the mistakes, the main language is Spanish:

    Hope you find it interesting and thanks for all your attention :).

    </font>

    <font size="3">30/07/2012</font>

    <font size="2">A new (short) devlog entry:

    </font>

    <font face="Arial, Helvetica, sans-serif">

    <font size="3">02/08/2012</font>

    <font size="2">New blog entry about technology used for creating the game:

    And think in the next entry I?wll start showing some character (maybe interactive?) animations and so on...

    </font>

    </font>

    <font face="Arial, Helvetica, sans-serif">

    <font size="3">20/09/2012</font>

    <font size="2">This is still alive (of course):

    Slow but secure.

    </font>

    </font></font>

  • Pode, logical. I didn�t know what your previous "HTMLDisplayString" work was about (I�m quite new around here), now it�s everything clear.

    Thanks for your help :).

  • As OddConfection says, now it�s much much better, much much funnier and much much easier to play (allthough it continues being quite difficult). Great (and simple) improvement KSLR :)!!

    And the terrain regeneration sounds great too (and seems it would make infinite gameplay :)).

  • I still haven�t searched for it but many thanks Kyatric! (one more, your work on this forum is great). I�ve added it to my favouirtes to look at it when I need (in the "near" future :)).