Valerien's Forum Posts

  • Your game could basically be similar to ikaruga, gameplay-wise : having two "worlds" between which the player can switch on the fly. 3d space wouldn't required in that regard and you'd keep a somewhat similar gameplay value.

    From what I can tell, your idea seems pretty abstract to me at the moment. In order to find the right tool for the job, you should do a small prototype to see if it works and how well it works on a given engine.

    Basically, if you need a camera rotation beyond the scope of screen space, you'll need a 3d engine. 2d engines aren't meant to represent 3 space anyway. Also, I'd say that the target platforms and scope of your game will determine which engine you should favor to a large extent.

    Good luck,

    Nathan

  • I'll second Aphrodite and others on that : construct 2 is an engine designed for the highly portable html5 tech. It's also a tool developed by two people mainly (if I'm correct, the third one takes care of the website and community ?), so you cannot expect them to build and maintain multiple native exporters and expand the tool fast as well.

    Anyway, if the tool doesn't work for you, you should try to find another engine designed specifically for your needs. Although I really like the efficiency of construct on small projects, I wouldn't trade unity for it on bigger desktop projects.

    Cheers,

    Nathan

  • You can simply add a variable "ID" to both your keys and doors.

    Then upon picking the key, you check its ID variable, loop through all the available doors, find the one with the same ID, and destroy it.

    On collision with Key

    ---For Each Walls in UID

    ---if Wall.ID == Key.ID

    ------Destroy the wall, then stop the loop.

    I don't know if there is a more efficient solution though.

  • I wonder whether the gpu handles a tilemap as a handful of separate textures or like a signle texture atlas ? If it works as an atlas, in memory you'll get a 2048*1024 texture, which is big for lower end mobile phones (Android in particular).

    Good luck,

    Nathan

  • Hey everyone,

    I added a play button as it was unclear that the game is already available in its alpha form.

    Cheers,

    Nathan

  • Thanks retrodude. It's not totally ready for the market yet : we're going to polish the game after our current project.

    We are going to dig some sort of shop and various other improvements, including some social functionality ;) !

  • <center><img src="http://image.noelshack.com/fichiers/2013/51/1387370919-theroninlogoframe.jpg" border="0">

    <img src="http://image.noelshack.com/fichiers/2013/51/1387372789-theronincomposite.jpg" border="0"></center>

    Description

    <center></center>

    The Ronin puts you into the skin of a fallen samurai. Fight to the death in unforgiving, dynamic duels ! You get a single opportunity to kill each of your enemies.

    Features

    • Duel-based, dynamic fights
    • 1 finger, intuitive action gameplay
    • Japanese inspired setting

    About us

    The game was created by the Resonant Craft team. We develop html5 games for mobile and desktop platforms.

    More about the game

    The Ronin was our entry for the Ludum Dare 28 game jam. You can find its page here.

    We are looking for feedback to improve the game, so don't hesitate to give us critiques here and/or on social networks !

    Find us on

    Twitter, Facebook, and Google plus

    Our website

  • The difficulty curve probably rises a bit too fast : you could definitely start with smaller levels, introducing mechanics and their consequences one at a time. This would retain the overall difficulty of the game, but make it accessible to anyone (that's important if you intend to sell it at some point).

    Also, there is no feedback on how many moves you have before loosing stars.

    This feels pretty polished overall, and this is a nice game.

    Keep it up !

    Nathan

  • Right now, you have the screen being filled by the gpu about 2.5 to 3 times on each frame : on the layer tab, you have to make the background transparent in order for the gpu to "ignore" it.

    Next, your collision objects are very complex and being checked all the time. This is very heavy on performance, regardless of the engine you are using.

    Instead, you may want to :

    1- have your sprites not collide and build invisible rectangles for collisions

    2- only check for collisions when your character is overlapping or is close to a collider.

    Try to launch your game with the "debug layout" button to see how many times collisions are checked per frame. When you launch a bomb, the collision checks are multiplied, that's the reason why you get such low performances.

    Good luck,

    Nathan

  • No trailer ? The visuals are really cute, I do like that kind of flat design. However, without a trailer, it looks like a creative app UI. In other words I have no idea of what the game is about with the information provided on the appstore.

    I'll give it a try after work.

    Cheers,

    Nathan

  • Tiled, the tilemap editor from which Construct can read files, can do about just that and even more, although you cannot directly try your game after that.

    Cheers,

    Nathan

  • Ok, I transmitted that to my teammate. Thanks a lot.

    Regards,

    Nathan

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  • My teammate didn't manage to reproduce the bug on IE and firefox. Thus, this effectively seems to be happening only on chrome. I'll edit the first post to reflect that.

    Thanks for the super quick answer !

    Kind Regards,

    Nathan

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/22937829/loadingbug/loadbugreport.capx

    (There is just a sprite collection, no sounds or music.)

    Steps to reproduce:

    1. Upload the html5 exported game on your server

    2. Press F12 (console) during loading screen to see the asset list being loaded

    Observed result:

    dl.dropboxusercontent.com/u/22937829/loadingbug/index.html

    When the loading bar reaches 100%, some assets have not been loaded yet (this is random between 60% and 80%). If you put the browser object in your project (included in .capx file), the bar will reset from 100% to the real % loaded.

    If the game loads too quickly you'll need to add some dummy sprites to make the game bigger (here I added 1Mb worth of dummy data), in order to observe the problem.

    Expected result:

    Every single asset should be loaded before showing 100% (as there is no music nor sound in the capx). Usually the first layout will work fine since its content is loaded first. However, if the user gets to another layout quickly it can block the whole game (due to current layout's assets not being fully loaded).

    Browsers affected:

    Chrome: yes

    Firefox: No

    Internet Explorer: No

    Operating system & service pack:

    Windows 7 64-bit. Service pack 1

    Construct 2 version:

    r150 (151 & 152 didn't introduce fixes for that issue but my teammate will try it anyway).

    Thanks much for your time,

    Nathan.

  • Following on Dutoit, original concepts are much harder to build and sell than copies of existing gameplays with a twist (original setting or whatever added value), in particular on mobiles.