Davioware's Recent Forum Activity

  • Kayin, Is the fps drop limiting? How much does it drop by? If it's a complex cap (with events) then the drop could be due to many reasons. I could have a look if you want.

  • Just set the speed towards the object, doesn't seem all that complicated if the object isn't moving. Use the set X velocity and set Y velocity actions of the platform movement.

  • Has it changed much since the gamejolt demo? Can you climb a lot faster now?

    I increased the base climbing speed, yes. There's also an inventory system, and items which you can store, throw, do things with... The music has also been completely redone. More levels than the original 3 that were in the demo, better polishing in general, more character control, more gameplay variation, greater level of epic, and so on.

    Oh extra thought, dunno where you're at with the game and all, but I thought levels where you had to climb the exterior of the tower for a level or two would be really cool. Then like some jerk of a bird could come and try to knock you off or something. Not trying to give you too much work haha

    yea, there's something like that.

  • Yea, I'm probably gonna change the hand completely. I got a better idea. Nothing's final yet.

  • And the point is?

  • 1.ALWAYS -> set unitCount to 0

    2.obj selected="yes"

    ___for each obj ->add 1 to value unitCount

    Make sure to set unit count to 0 every frame with the "always", as shown.

    I call this type of setup a flush variable, because they never keep their value for more than 1 frame. Event order will matter greatly when using these, because you have to make sure your events which reference unitCount take place after the variable is "filled", otherwise it will just always return zero. Hope this helps!

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  • <img src="http://dl.dropbox.com/u/1010927/Photoz/TCboxart.png">

    Relax, it's the box art.

  • file object: execute file (url)

  • I forgot about the box object. Tis one of those lost forgotten objects.

  • I don't see how a shader could do this. I'm pretty sure it's not possible.

    Use a canvas instead.

    -create a full layout canvas, shouldn't impact performance at all in a fighting game with a tiny layout.

    -create a full screen object with erase, set it to 20% or so

    -always paste the erase object into the canvas so it is constantly fading away whatever has been pasted into it.

    intermittently paste the sprite when the effect is needed, the opacity of the sprite should be adjusted to 50% right before the paste, and readjusted to normal right after(the opacity tweak may not work if the paste action waits until the end of the frame, but i'm pretty sure it will work.).

  • Great game! The music is very good, it reminds me of Trine. Props to the composer. The art is really nice too.

    The green switch took me sooooo long to figure out. I only accidentally slammed into it after I figured out that you can hold down to drop.

    Very nice effort for your first game, it's top quality stuff. I feel that the character shouldn't be pixel art though, just to fit with the painterly style. That's just my opinion though, and it doesn't really make a difference either way.

  • And what does this do exactly? It would help to give a better explanation.

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Davioware

Member since 25 Sep, 2008

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