dhoeke's Recent Forum Activity

  • Hi, nice job on this one really!

    But, I wondered, why would you go with such uncommon controls? Since left/right is controlled via arrow keys already, we not make arrow up the jump key?

    Also, when you lose your last life as a player, the screen just gets black and nothing happens.

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  • Hi everyone,

    here is my indie game Scott in Space:

    Screenshots

    Thumbs up or thumbs down?

    How do you think the game can be improved?

  • I think the game is very uinque in style and gameplay, that's very good. I think the enemy AI has potential. Just let them do damage and/or give the player a reward (score would be a most common solution) for killing them, then this behavior will make it very fun to hunt them down. Also, the game has a cool style!

    I strongly recommend going for more common controls, though. I played with keyboard and yeah... Z is on the German keyboard layout in the upper row, not on the left bottom (I just noticed this has been mentioned above. I leave it here yet ). And all that confusion with S, X, and A... typical controls are E/F for enter vehicle, W,A,S,D or arrow keys and space/Ctrl/Alt for firing/jumping. Even when you can re-bind the keys as a player, I personally think it's important players can start withi intuitive controls right away.

    It's just a suggestion, of course, it's up to you

  • ryanrybot

    Thank you, too. Don't know how that mention BB code works atm.

  • tumira ryanrybot

    Thank you!!

    Then I'll proceed with tilemap + background/forground sprites.

    (Why does linking to tumira work, but not to ryanrybot???)

  • Yep, it's Firefox 35.

    As mentioned:

    [quote:3oei6uaq] I'm sure about that since I did not touch the game at all and from one day to another, suddenly the shader effects were quite problematic.

    In my case, light objects (WebGL Destination Out effect) did not use the blend effect anymore and some transparent glas objects were overall just strange, white glowing boxes. And I did not touch any of these objects. What's why I was looking for what I had done wrong for about two hours until I realized the only software that changed was Firefox browser, it updated. And since everything works fine in Chrome, you can be sure it's Firefox. Very annoying.

    (And, also, people not using C2 are having problems with WebGL from what I get on Twitter.)

  • You can give the button an instance variable (that can always be checked via condition) and always give it the same text as the button has. It's just one more action, problem solved

    Just sayin'

  • I'm currently having WebGL problems too, it's since the Firefox 35 update. I'm sure about that since I did not touch the game at all and from one day to another, suddenly the shader effects were quite problematic.

    Took me some time to figure out it's acutally Firefox.

    Everything's fine in Chrome, so..

  • Hi everyone,

    I've got this question on my mind and hope you can help me

    I'm currently in the process of designing a platformer. I'm using the tilemap object to draw the levels quickly and as far as I understand it from this article {scirra.com/blog/ashley/3/tech-blog-tilemap-tidbits}, that's quite an effective way to go. But the beginneres tutorial for platformers {scirra.com/blog/ashley/3/tech-blog-tilemap-tidbits}uses single snap-to-grid objects to create the levels.

    Actually, you can achieve the exact same level design result with both techniques.

    My question is: Which of these ways is more performance friendly? I'm using a 96x96 grid for the tilemap at the moment:

    I'll gladly take any answer and advice on this topic

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dhoeke

Member since 23 Oct, 2014

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