C-7's Recent Forum Activity

  • Haha these are great! Keep 'em coming!

  • Haha that looks awesome, Ravenheart

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  • Shift is fine in most cases, but are you using both mouse buttons? Right-clicking for run seems like it may work well if you're already requiring the player to aim with the mouse.

  • Here's a new bit of Blight lovin'

    <img src="http://www.adamprack.com/blight/screenshots/sandstorm.png" border="0" />

  • Here's a new shot from the sand world--a sand storm. This particular level will have a bigger focus on trickier platforming (whereas the level prior is more about enemy evasion/blocking). The sand storm effect looks particularly nice in motion, as do the barely-visible mountains in the background.

    <img src="http://www.adamprack.com/blight/screenshots/sandstorm.png" border="0" />

  • Also, for anyone who prefers other services, Blight is now also available on IndieCity and Indievania!

    I mostly agree with the previous statements. Construct is truly fantastic. It can do nearly anything one could need in a 2D game, though there are some browser-specific things, nothing truly important for most needs. I suck at programming, but CC lets me get Blight running really, really well with a lot of fancy things going on under the hood. My project is quie large, so I do run into some stability issues, but there are ways to plan around them very well. I know when it's time to save, and I know when it's time to backup. But there are so many things that would be extremely complex to program that are mere mouse-clicks away. And they're still flexible!

    HTML5 is neat, but it still isn't up to native performance, just like Flash never was. But CC is extremely capable, and I couldn't have made Blight in anything else for free. Or even cheaply, really. And my 6-year-old computer can run it at a near-constant 60fps. It plays nicely with release platforms (I'm on Desura, Indiecity, and Indievania), though API integration might be an issue if that is someone's intention.

    Fantastic software--it just needs some bug fixes and stability patches.

  • The two biggest things to consider are, of course, the power of two textures and limited shader use. I had a loading lag on the edge of when something came on-screen that had a shader on it. I just found another way around it and that solved that. Also, tiled backgrounds are neat and all, but you can get the vram way down with the chunks you mentioned you were going to do. If you have a lot of graphics, the higher VRAM use is fine, just try to not go overboard.

    I'm not posting it as any means of showing off, but rather giving an example. It's pretty well optimized on graphics, though could probably use a little more. And there are no tiled backgrounds because nothing really repeats:

    <img src="http://www.adamprack.com/blight/screenshots/trees.png" border="0" />

    That layout is around 95MB of VRAM. There's a ton of motion going on (the grass and many of the pine needles blow in the wind), and a lot of objects. But without sticking to power of two, that would end up being a nightmare to run. Your graphics look fantastic, don't get me wrong. And I do have layouts that go up to around 125MB, but optimizing will allow you to get a LOT more detail on-screen without taking a hit.

    In your case, those large wall textures could easily be tiled backgrounds and then post an occasional crack or whatever as a sprite over top to make sure it doesn't get too monotonous. Then you could use a mask layer for your lighting (search it on the forums if you aren't familiar) and then post your windows/etc. as sprites over that tiled background. Your interior levels lend themselves well to doing this.

  • I don't really use C2, but in CC there was an option for 'loop to' ie, when it reaches the end, loop to a certain spot. So if frames 1-3 are the bow being pulled back, then 4-6 are the holding animation, set it to loop back to 4. I use this for my jump animations, in particular, so that they player jumps, but then 'holds' at a certain point.

    If C2 does not have a 'loop to' option, then you could use events like if animation frame reaches x, go to wherever.

    My lack of C2 experience might not work, but I hope it does. Unless it's worlds different   <img src="smileys/smiley22.gif" border="0" align="middle" />

  • It's a sign. You shouldn't close it.

  • This looks really nice! I might mak a suggestion, though. That last ice level isn't quite as readable as the earlier shots. Some of the textures just make the foreground that you're playing on blend too well with the background. Those window sills are a little too eye catching.

    The rest is looking fantastic, though, so I hope nothing begins the rest down.

  • I used to do a lot of stuff in the RPGMaker community. As far as I know, my parallax mapping tutorials were on every major RM website. I knew at some point I wanted to make a platformer, and a friend mentioned this 'awesome engine that could do like anything.' It was early and buggy then, but I gave it a shot, fell in love, and Blight was born.

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C-7

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