UberLou's Forum Posts

  • Some more work on combat. I spent a lot of time creating generic enemy events and working with families so that I can now just drop in new enemies easily.

    Big gif incoming:

    If the image takes too long to download, i think this gifv link should load faster but lower quality.

  • Aurel thanks for checking it out. Looking forward to picking up TNP when it's out of early access.

    JamesXXXYZ haven't checked out your file, but like I said, I'm using 8 direction movement because I have other abilities that use it and those systems need to transition into each other. If climbing on the ledge is all you need then shutting off gravity may work for you.

    What's a landing sequence?

  • Looks like things are moving quickly! In case you missed it[quote:2hrrrivb] Okay, for anyone responding to this issue with smoothness/vsync issues here's a simple way you can help us better understand the problem:

    1) Download this experimental Chromium build (Windows only) and extract it to a temporary folder: https://drive.google.com/file/d/0BzudLt ... sp=sharing

    2) Run it with the command line flag --hardware-vsync-only. (Must be passed in via the command line, it doesn't appear in about:flags)

    3) Test content that you've had trouble with in recent Chrome builds. Is it smoother, more jittery, or about the same?

    4) Close the browser then re-run with the command line flag --software-vsync-only.

    5) Test the same content again. Is it smoother, more jittery, or about the same?

    6) Visit about:gpu and save that page's contents to an HTML file.

    7) Report your findings on this bug, making sure you attach your systems about:gpu page.

    I appreciate your help and patience while we narrow down this issue!

    Quoted from https://code.google.com/p/chromium/issu ... ?id=422000

  • awesome, retweeted

  • Done. This should also be posted to twitter, reddit, and other game dev forums. I'm sure there's a lot more html 5 devs outside of C2 who want to see this fixed.

  • What about getting rid of the stationary crawl state altogether?

    Duck=down

    Crawl=down+forward

    Bomb=c

  • mudmask Thanks man! For me I don't think of it as retro. I just chose a pixel art style because I love the look . I wanted to make this game in full HD pixel art which would probably seem less "retro," but I would need a way to unload animations, and 1080p is a little risky with C2.

  • Nice job mudmask! A lot of work went into this and it shows. I played through a bit of the 12-15 build today and just had some feedback on the controls. Having duck be a toggle is a little strange. I just want to stand up after I release the button. I'm guessing it's a toggle because you press down again to get into a crawling state to place bombs. It feels overly complicated. The bomb placement could just be a different button.

    I also agree with ryanrybot - the jumps are way too fast and hard to control. It's tough to line up a shot trying to jump and shoot an enemy.

    Lastly, gamepad support!

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  • This is a forest environment I made a while ago. Starting to rework and polish it to fit my game.

  • You just responded to a post I made 6 years ago with Construct Classic. Really digging your pixel art though!

  • KaMiZoTo If you're looking to code your own, I do it like this. Make sure your layout is set to Unbounded scrolling. Have a camera object that follows the player but clamp it's x,y coordinates to the layout size (essentially negating Unbounded scrolling). You can shake the screen by adding random values to the camera position and also add that random value to the clamped min, max.

    The X position for the camera would be something like this: clamp(camera.x, layoutMinX+randomVariable, layoutMaxX+randomVariable)

    You would have to bring the randomVariable back to 0 when done shaking the screen.

  • desjardins2014 There's a saying - drawing with a mouse is like drawing with a bar of soap. If you're on PC, you need some kind of drawing tablet.

  • Thanks for the comments.

    Just a little update. Recaptured the previous shot at a larger size. Starting some FX work and tweaking the colors\lighting.

  • ryanrybot

    Thanks. I'd say at least a few months for a playable build. Right now it's just a bunch of separate systems that I'm playing around with. Once there's more of a game (if it ever gets that far) I'll put out a demo.