UberLou's Recent Forum Activity

  • Here's a new video showing some of the progress I've made. A few enemies are in, but I have to reorganize their attacks. The guy with the big axe won't be doing magic attacks anymore, and I'll move those over to the wizard looking dude.

  • This looks awesome! I've been wanting this feature for a long time. Can't wait to test it out. Thanks!

  • tunepunk Just have a layer above your character layer set to a dark color, no transparency and the multiply effect. Then add white colored sprites for transparent areas.

    TheWrappening Thanks for the ideas!

  • 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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UberLou

Member since 4 Sep, 2008

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