Valerien's Recent Forum Activity

  • <center><img src="http://image.noelshack.com/fichiers/2013/51/1387370919-theroninlogoframe.jpg" border="0">

    <img src="http://image.noelshack.com/fichiers/2013/51/1387372789-theronincomposite.jpg" border="0"></center>

    Description

    <center></center>

    The Ronin puts you into the skin of a fallen samurai. Fight to the death in unforgiving, dynamic duels ! You get a single opportunity to kill each of your enemies.

    Features

    • Duel-based, dynamic fights
    • 1 finger, intuitive action gameplay
    • Japanese inspired setting

    About us

    The game was created by the Resonant Craft team. We develop html5 games for mobile and desktop platforms.

    More about the game

    The Ronin was our entry for the Ludum Dare 28 game jam. You can find its page here.

    We are looking for feedback to improve the game, so don't hesitate to give us critiques here and/or on social networks !

    Find us on

    Twitter, Facebook, and Google plus

    Our website

  • The difficulty curve probably rises a bit too fast : you could definitely start with smaller levels, introducing mechanics and their consequences one at a time. This would retain the overall difficulty of the game, but make it accessible to anyone (that's important if you intend to sell it at some point).

    Also, there is no feedback on how many moves you have before loosing stars.

    This feels pretty polished overall, and this is a nice game.

    Keep it up !

    Nathan

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  • Right now, you have the screen being filled by the gpu about 2.5 to 3 times on each frame : on the layer tab, you have to make the background transparent in order for the gpu to "ignore" it.

    Next, your collision objects are very complex and being checked all the time. This is very heavy on performance, regardless of the engine you are using.

    Instead, you may want to :

    1- have your sprites not collide and build invisible rectangles for collisions

    2- only check for collisions when your character is overlapping or is close to a collider.

    Try to launch your game with the "debug layout" button to see how many times collisions are checked per frame. When you launch a bomb, the collision checks are multiplied, that's the reason why you get such low performances.

    Good luck,

    Nathan

  • No trailer ? The visuals are really cute, I do like that kind of flat design. However, without a trailer, it looks like a creative app UI. In other words I have no idea of what the game is about with the information provided on the appstore.

    I'll give it a try after work.

    Cheers,

    Nathan

  • Tiled, the tilemap editor from which Construct can read files, can do about just that and even more, although you cannot directly try your game after that.

    Cheers,

    Nathan

  • Ok, I transmitted that to my teammate. Thanks a lot.

    Regards,

    Nathan

  • My teammate didn't manage to reproduce the bug on IE and firefox. Thus, this effectively seems to be happening only on chrome. I'll edit the first post to reflect that.

    Thanks for the super quick answer !

    Kind Regards,

    Nathan

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/22937829/loadingbug/loadbugreport.capx

    (There is just a sprite collection, no sounds or music.)

    Steps to reproduce:

    1. Upload the html5 exported game on your server

    2. Press F12 (console) during loading screen to see the asset list being loaded

    Observed result:

    dl.dropboxusercontent.com/u/22937829/loadingbug/index.html

    When the loading bar reaches 100%, some assets have not been loaded yet (this is random between 60% and 80%). If you put the browser object in your project (included in .capx file), the bar will reset from 100% to the real % loaded.

    If the game loads too quickly you'll need to add some dummy sprites to make the game bigger (here I added 1Mb worth of dummy data), in order to observe the problem.

    Expected result:

    Every single asset should be loaded before showing 100% (as there is no music nor sound in the capx). Usually the first layout will work fine since its content is loaded first. However, if the user gets to another layout quickly it can block the whole game (due to current layout's assets not being fully loaded).

    Browsers affected:

    Chrome: yes

    Firefox: No

    Internet Explorer: No

    Operating system & service pack:

    Windows 7 64-bit. Service pack 1

    Construct 2 version:

    r150 (151 & 152 didn't introduce fixes for that issue but my teammate will try it anyway).

    Thanks much for your time,

    Nathan.

  • Following on Dutoit, original concepts are much harder to build and sell than copies of existing gameplays with a twist (original setting or whatever added value), in particular on mobiles.

  • Well, there's another reason not to use another entertainment product's name or something similar : you'll loose visibility in search engines (including video platforms like youtube or vimeo in particular).

  • I'm unsure whether you're talking about the event sheet or the properties editor so here you go :

    • in the event sheet, press enter to edit a higlighted value and then tab to navigate through the options.
    • in the properties panel, tab switches from the description column to the value, back and forth.

    It may not be the fastest keyboard ergonomy, but at least you can do pretty much any change using your keyboard only.

    Cheers,

    Nathan

  • When you want to make an isometric game, you're supposed to virtually program everything on a square, regular grid (imagine a minimap, top-down view). All the pathfinding, gameplay, AI stuff... happens there. Then, you convert the position of your assets to the isometric system.

    You can probably google it or find some resources on the forums.

    Good luck,

    Nathan

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Valerien

Member since 15 Nov, 2010

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