C-7's Recent Forum Activity

  • -Thank you Woltermag!

    Noga: That's strange. I would assume the jump variances are linked with the performance issues. But you have better specs than I do, save for maybe the mobile version of your video not being ass efficient? It's possible you may be on a powersaver mode, too. Either way, I'll see what I can work out. And the menu is barely even there--it will crash for a while longer until I get in an make it all.

    : Again, you have better specs than me, but a laptop is in common between the two of you. I'll see if the blurring really makes that huge of a difference for performance (the plan was to have it disableable in the menu anyways).

  • Thank you so much for playing and commenting! The sounds are all just kind of there for now--more attention will go into that at a later time. I'll check out the collision stuff for sure. I also do agree about background differentiation problems. All things to get to, thanks.

    You may've been confused on the levels... Each level has two parts (two layouts). There will be checkpoint flags there, etc. Maybe that ends up being too long for a level, but I wanted them more journey-like. So there might be much more to the game than you got to see! Unless I missed a bug. Regardless, thank you so very much for playing and commenting!

  • I'm looking forward to both engines <img src="smileys/smiley17.gif" border="0" align="middle" />

  • My project is over 15% funded thus far, so thank you for anyone who gave it a look! I've implemented all of the abilities, overhauled the player animations (some tweaking to do, as always), added a new enemy type, better optimized things, and I have a 3-level demo available. <font size="4">Check it out here: <font color="red">Sorry, the demo period has expired</font>

    Keyboard:

    A/D or Left/Right for movement

    W or Up for jump

    Down for special

    Enter for menu selections and pause

    (mirrors a controller a bit)

    Xbox 360 pad:

    D-pad for movement

    A for jump (should also be menu selections)

    Right Shoulder for special

    D-pad

    • Supports Keyboard and Xbox 360 controller currently.
    • This is a 3-level demo (each level has two longer segments). These are the first 3 levels of the game, excluding brief tutorial stage and story elements.
    • The floating enemies will be mobile (vertically) and will have fire particles, but for now they just exist. They are also unaffected by the forward shield yet, but otherwise functioning.
    • You can hold down the right trigger on a 360 pad to spam the forward shield--that'll get fixed in future builds.
    • You might run into a camera glitch on loads occasionally that just leaves the screen one color. Sorry, just restart it.
    • This demo is windowed so sites and blogs would have an easier time with screenshotting, but the final version will be fullscreen.
    • This demo is locked at 1280x720. There is a lower resolution version working, but it has a higher volume of bugs so the option isn't included. You'll need a moderate PC to run the game, but it does quite well on my 7900GS, Pentium D machine.
    • The sign text will be better.
    • The falling/jumping animations are not complete.

    Let me know what you think, what you like, what you don't like.

    <font color="red">Sorry, the demo period has expired</font></font>

  • That looks really neat, Khalan! It's a little dark. I realize you want it to be, but it may be a little prohibitively dark.

  • So the end result is to have my game rendered at more than one resolution. I am not trying to use the Window object to scale--there is no performance increase like one would typically expect for a lower resolution. The correct way, as far as I can tell, is to set the 'display size' value and then zoom out (or in).

    The two resolutions I'm working with are 1280x720 and 853x480. I have just a simple event set up to test going back and forth between them:

    <img src="http://www.adamprack.com/scroll/event.jpg" border="0" />

    This keeps the correct (close enough) aspect ratio for the non-zoomed layers. I'm not that worried about the hud--that's a simple fix. But every other layer is offset. They have different scroll rates for a parallax effect.

    <img src="http://www.adamprack.com/scroll/scroll1.jpg" border="0" />

    <img src="http://www.adamprack.com/scroll/scroll2.jpg" border="0" />

    (I downscaled the larger image to more clearly show the large offset)

    Changing the zoom rate fixed nothing, changing 'Unbounded Scrolling' changed nothing. Disabling layout binding for magiccam fixes nothing.

    What do I need to do to be able to have layers stay where they're supposed to? The window object doesn't help, it doesn't actually render the game at a different resolution... it just scales the 1280x720 image. Especially unhelpful for a fullscreen game <img src="smileys/smiley17.gif" border="0" align="middle" />

    I cannot post a cap, it is too large to reasonably upload.

    Thanks!

  • Here are a couple more shots of my game... enjoy! And check out the Kickstarter for it!

    <img src="http://www.adamprack.com/blight/screenshots/006.jpg" border="0">

    <img src="http://www.adamprack.com/blight/screenshots/002.jpg" border="0">

  • I've got a Kickstarter going for this project, and I hope you might be able to help out! I really want to see this game through to completion, and I want people to play it. Anything helps, and it helps get another Construct-made game out into the public eye! This is a fantastic tool (as will be Construct 2), and I'm quite glad for the dedicated developers.

    Give it a look, and check out some new screenshots on the website for the game:

    Blight - Official Site

  • Hey, interesting idea. I'm sure people will have fun with this.

  • So yes, UberLou, you're correct. Thanks for pointing that out! I didn't even notice (bad me). But that isn't too bad of a fix.

    I'm glad to say I had a first go around of previewing a demo. There was a talent show at my church, so I set up my game running on a computer in the corner with a PS3 controller hooked up to it. It captivated every 5-15 year old boy in the room and most of the older males. There were a couple of freezes in the few hours it was being pummeled, but it was an otherwise successful run. So I'll fix up a couple of things and push that demo out for people to try.

    Enemies are in, the floating ability is working, and I'll be getting the forward shield/upwards thrust thing done this week. Hopefully. I'm quite happy with how it's going and am going to try to get a kickstarter campaign going so I can work on this full-time. I still would love to get this out by the end of the year.

  • Noga, I think I love you.

    Edit - for listing my game.

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  • Good ol' mouse-drawing in photoshop.

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C-7

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