Somebody's Forum Posts

  • Savvy001 - I have actually been thinking about this - it isn't all that hard and will quite likely be a feature once I get the basics sorted.

  • Another status update:

    Baby steps - it's all a little awkward for now, but should evolve into a usable thing.

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  • Very bad form to use every 0.01 seconds - do read that dt tutorial and implement it (Every tick - progress bar + dt * something) and it will work correctly.

  • I read the topic after trying the game. Took me about 15 seconds to see what you were going for - controlling the thrust - but it doesn't make the controls any better - an explained annoyance is still annoying. Very few games can get away with annoying controls (Like Resident Evil series - there you grow into the controls and that improvement has a tangible effect on the gameplay - which is neat), but even they don't just invert the standard controls.

    If all that's special about a game are awkward controls then probably there's a need to add something else instead.

    Other than that - the presentation seems decent, but in this case the low res pixel look feels unnecessary - few games of this style existed when those resolutions were popular and most of them very quickly jumped towards higher resolutions as they became available. Might as well do the same.

  • That's going to help alot. Thanks for adding that! Any idea when a new version with the implemented features will be available? (especially the hue fix)

    Uhh... I don't want to give a date and then blow it, but hopefully by the end of the week or so.

    Meanwhile I try to keep track of all the suggestions that sound good and implement them. This should be self-explanatory (but I'll add anyway that besides the obvious there's now a 1 and 2px grid level that doesn't display a grid, but lets you really go for details):

  • The parts are just sprites, so adding them is easy. Mirroring as described by you would just add a bunch of unnecessary complexity and probably slow things down/make the save system messy. So for now I'm sticking with manual mirroring.

  • Status update:

    I have been working on another save-breaking feature - context-sensitive manipulations - which, simply put, is origin points that make sense. Even I, as the maker of the thing, was getting confused which way mirrored things should scale, etc. So now filled things have a center origin, half things have a top origin and corner things will remain corner originated:

    This gives way more freedom in combining shapes as well is just plain more sensible and easier to do.

    I have also implemented the aforementioned ability to load a background image. But since a system to manipulate everything on the screen (UI, whatever) is being built that's not published yet.

    This should also tie in with some more decent upgrades to speed and such which should also fix the cursed Ctrl bug. Hue issues also hopefully fixed with a rough workaround.

    Also you may notice new part designs - all done in 3D for proper shading and such. I hope to finally finish the first full part set with the next big version. Stay tuned.

  • Found a workaround for this - just add -100 to any hue setting, so the cycle goes backwards and everything is perfect. I'd still say this isn't normal behaviour and there's an error in there, somewhere, but at least the pinks and purples act normal.

  • You have certainly spent some time on this, with a decent website, etc.

    Personally I feel that mobile games with more than one action button are mostly awkward, especially if extra hand for movement is involved, but otherwise this looks like a solid project so all the best.

  • very nice, even runs fine on my phone with touch

    Knock yourself out!

  • Made a little demo ship:

    And let it loose:

    I think this project is going to be fun.

    Edit: More (early) ships (loosely based on the sketch):

  • That looks pretty cool, reminds me a little of a popular soviet LCD game somehow...

    At the same time it feels a little slow perhaps - maybe make the bouncing and the guys faster? A mini game that takes 3 minutes becomes a little more than mini... maybe it's just me.

  • Count me in for this - square bounding box by default would be a blessing.

  • Here's one I made two years ago: https://dl.dropboxusercontent.com/u/1328856/Flamey.capx

    Way more parts, but then it was an experiment.

  • I use a image program called (Draw plus) from serif and if you create a image at 50x50 it defaults to 96 dpi

    50x50 what if I may ask? Draw plus is a vector program so you can export at whatever size you like.

    And what is shown below happens because you do not set a size in pixels, but you have some random size in inches, centimetres or whatever - then DPI behaves like a multiplier, like I said - at 96dpi your image is this many pixels when exported so at 192 it would be twice as many, of course.

    But if you set your size in pixels (as you should, since we work in pixels here) then it will be that size in pixels and DPI is still meaningless. When working with vector art a decent approach is to decide a certain unit to be equal to a pixel (I use 1 millimeter) - and then work and export according to that assumption. So you set a canvas of, say, 512x512mm and export by setting a PIXEL size of 512x512px. This way you can be sure that a line 1mm thick will be 1px thick, etc. Which, in turn, means better, more consistent artwork.