UberLou's Recent Forum Activity

  • I'm currently blocking out levels for my game, and was wondering if there are any performance hits scaling collision objects to very large sizes vs using multiple collision objects.

    Here is an example.

    <img src="https://dl.dropboxusercontent.com/u/95028662/scalingQ.jpg" border="0" />

    These objects are on an invisible layer and must be sprites to work with the Physics behavior. I would assume 2 Scaled Objects would be better since it reduces the number of objects and collision checks, but that's just a guess. Are there any tradeoffs to using this scaling method vs multiple objects?

    Thanks

  • Pretty cool. Thanks for sharing the capx. I was planning to create a similar type of enemy movement, can I ask why you didnt use 8 direction movement? That behavior seems like it would fit better, no gravity to deal with.

  • Pretty interesting! Here are some quick thoughts I had while testing it out.

    There is a bit of a disconnect between using the mouse wheel to control pulling out the gun, then using the mouse movement to control the gun. I would almost want to push the mouse up to take out the gun so theres more continuity. Maybe dodging could be on WASD like other shooters?

    I also wanted there to be a sort of minigame to taking out the gun. Like a perfect draw could give you an advantage to shooting first.

    Anyway just some thoughts. I like where its going!

  • Here is the bug.

    Thanks for making that video. I still can't reproduce it but that gives me a few leads.

    And thanks for the compliment Whiteclaws.

  • Strange, I'm playing the demo and can't reproduce the bug. Holding down and pressing jump works fine for me. Does your framerate seem ok?

  • Looks really nice.

    Everything is bright and detailed, which can be good, but i had a tough time telling foreground elements from the background, and the characters get lost in it. Maybe toning down the highlights on some of the backgrounds would help.

    I was immediately attacked as soon as I started. I wasn't able to figure out the buttons.

    I fell into a section that I couldn't get out of, right at the beginning.

    Overall it's looking really good though.

  • Thanks guys.

    You'll have to explain how you got the aiming animations to work with Spriter some time.

    Time in spriter animation = angle from player to mouse. It does get a little more complicatd than that, but that's the basic idea.

  • Updated the first post with a Demo!

  • Are you blatantly lying to your backers about what engine you're using?

    It didn't come off to me as lying. Sounds like if it gets funded, he'll create the game in Unity. What he has now is a prototype.

    Although it does seem crazy to me to make a metroidvania game in Unity in 6 months for only 15k. That's like, raman noodles for breakfast, lunch, and dinner...every day..for 6 months. And working 20 hours a day.

  • I looked briefly at this and I didn't like it because it felt like I wasn't in control.

    You can change all of the parameters of the platform behavior through script. I have dashes, air moves, walking slower while shooting or ducking, double jump, sliding down walls, wall jump, etc. I also do the same thing, when you let go of jump, I multiply the Y vector by 0.3 to do a short jump. You can do it with custom movement I'm sure, but you're probably making a lot more work for yourself.

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  • I get a message from my firewall that nw.exe is attempting to access the internet whenever I run my game. Is there a way to stop this in C2 or is this a node webkit issue? I do have the browser object in my game, though I'm only using it for fullscreen.

  • Just wanted to say I saw your youtube video for Ghost Song awhile ago and it's great to see you moving to C2. I also have a metroidvania game in development and C2 has been awesome to work with.

    Using tiles isn't that bad. You just can't use texture sheets. I use a mix of big graphics and tiles, and it seems to work well for me. Add your tiling graphics to the tile object and add your detail textures to the sprite object in frames.

    I also recommend using the platform behavior over physics and C2s built in behaviors as much as possible.

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UberLou

Member since 4 Sep, 2008

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