Tokinsom's Recent Forum Activity

  • We've been using Visual SVN / Tortoise for a long time, following Ashley's tutorial on it. Honestly it's been a bit rough so we've decided to look elsewhere.

    We settled on GitHub last night. It seems really popular so why not. Anyway, I have a basic understanding of it all, and we've got our repositories set up and ready to go.

    Problem now is the workflow. Every tutorial/example I've seen is for contributing to massive open-source community projects and such. We don't want that. We just need a simple workflow for 2 people to work on the same project. I'm not sure we need to delve in to branching and pull requests and everything...can't we just push/pull on a single copy? Or, if anything, have a development branch to push/pull on, and merge it to the master branch once a week or so if there are no conflicts?

    If you've got experience with GitHub I'd love some input here. We're just trying to find the simplest, quickest, and safest way to collaborate. Without command lines, if possible. We'd like to stick with the github desktop client / online github.

  • Node webkit is packaged with the game so even blank projects exported with it are around 25mb.

    You must be using some huge images or music files or something. Our project with over 1000 images and 3000 events comes out to ~52mb.

    Edit: NW exports to 3 platforms as well. Is the filesize you posted all of them together..?

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  • It's pretty rough with C2. I blame the .caproj file, among other things. 7soul pretty much summed it up though. Never rename anything, and be wary of removing objects. You actually can work on the same file so long as you don't modify the exact same part of it; SVN will do its best to merge the working copies. However, conflicts are inevitable so it's best to learn the many ways to resolve them. We've often had to crack open .xml files and manually fix things :T

    I really wish Ashley would consider online collab for C3 like SuperPowers has. That's the single best idea I've ever seen for an "internal" game engine.

  • megatronx It's taken a bit longer than expected since we're bouncing between this and Copy Girl. I'd say another 2-3 weeks. Mostly for finishing the map, finishing touches, audio, and promo stuff. I'm also thinking of including a walk-through video since this might be confusing for beginners.

    Ragevortex I actually haven't considered any short/melee weapons ^^; The metroidvania in it mostly refers to the open world system & map...and metroid since it stemmed from my ZM engine. As I said before though, we are open to adding new things in later updates.

  • ryanrybot Ha! Well I've been in game development for ~8 years and this is the first thing I've ever sold so I want it to be good! Also very fortunate to be able to work with an artist like 7soul.

    Also I want to say that we'll probably put out an update or two after the launch for additional content. For example, I'm not sure if we should bother adding more abilities like Super Metroid had, since they are just "fluff" at this point. The goal is to teach the fundamentals of a metroid-style game and provide a solid template to build on, so they don't seem very important. However, if those are things some of you want we'll see what we can do.

  • Update #4

    -Subscreen

    -Enemies

    -Missiles

    -Aiming

    -Pickups

    -New areas

    Almost done!

    Wow mods are really slow on this one. Middle of the day too.

  • If not your events, it might actually be your keyboard. Try certain key combinations and then press up to test.

  • Pretty sure Ashley is working on editor spritesheeting for C3 so that will drastically improve preview times. Until then, however...

  • mudmask Would love to but it doesn't seem possible at the moment. WiiU is the only console C2 can export to and from what little I've heard it's extremely limited. We'll see how things are by the time C3 is out.

  • I use both equally so..hm. I typically have eMain which includes ePlayer, eEnemies, eCollectibles, eHUD, eSaveData, eGlobal, and so on...and inside those sheets I have groups to further organize things like specific player abilities, certain enemy AI, components of the HUD, types of save data, etc.

    Everything is compartmentalized and very easy to find this way. Only drawback is function references, for example, can be difficult because they span multiple sheets. Solid naming conventions and the search function help there though.

    I don't think there's any difference in using one or the other...ultimately everything is put onto a single 'sheet', no? If you're really worried about it Collodium's method is good practice. Could be a pain to manage some things though.

  • Glad to hear the game isn't canceled. There haven't been any updates in like a year! Sucks it has to be remade for, like, the 4th time though.

    Also...yet another project that jumps far from CC/C2 when things start getting serious :T

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Tokinsom

Member since 6 Jun, 2010

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