Kouji San's Recent Forum Activity

  • Well I think it really comes down to how much individual unique artwork instances you're using. Are you reusing anything at all (instancing) or are you using loads upon loads of large images to create the world layout?

    Also what does the debugger say about VRAM?

  • Uploaded a new build. If you got a crash earlier, please try this one.

    Ah you also fixed the cfg file not working initially it seems

    Can I make a suggestion for version control? You might want to start using builds for version control and the possibility of adding release/patchlists based on said builds. Might make it easier for the public and yourself to keep track of things.

    For instance this would be "pub-build2" (or whatever iteration system you want to use of course )

    BUG

    When you respawn and already have the movement keys pressed your sprite stays in the respawn state and you can't shoot/run or jump. Only way to fix it is by going into ballmode. Doesn't happen at the start though, just on a savepoint

    Note:

    I can't seem to reproduce it though, so it might have been a one time unlucky keycombo...

  • Initially I had to run the ControlConfig.exe, apparently the cfg file in the zip doesn't work

  • This is some amazing stuff right there, as a matter of fact I'm going to feature your tech demo trailer on my channel for a while (heh it might help just a bit a bit )

  • I keep running into this on forums... I'm scared!

  • I can "see" your ninja, he needs more practice

    Seems interesting to see this in motion someday

  • A minimalistic looks is quite hard to pull off with a good results, you sir are have certainly mastered that. Love those graphics!

    Shiru

    Hehe, I wish it would be released "soon", still so much to implement and probably more when ideas pop into my head for it

  • Might want to include the font in there, on WindowsXP it is lacking the font at default (I don't have it installed )

  • Nope, this isn't actually a screenshot, but a showcase video I just made of what I have working for now. t'Be allowed in here I hope? I mean technically a video is a bunch of screenshots pasted together

    You might want to ignore the awesome developer mode tiles in there!

    http://www.youtube.com/user/kouji82?fea ... rOYmZNGjzM

  • > Beautiful, I like how foreground and background colors blend nicely together. May I ask, how water splashes are made, particle generator?

    >

    Yes, it's a particle emitter

    Hit me up with mo'info on it when you've got an alpha playtest version, I'd love to do an Indie Indeed showcase! YouTube ftw

    Also love the Kirby meets Anime vibe, it gives me

  • You know, Minecraft comes to mind as well. However, I think a game which has replay value is also a very good option, instead of loads upon loads of content. Heh in this case Tetris comes to mind

    Because if a game has a theme going for it, it could get stale after a while if it just more of the same with a different coating so to speak...

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  • More info:

    • When you use a sprite as a mask, you have to use at least 2x multisampling
    • When you use a canvas as a mask, you can turn multisampling off as well
    • Adding a mask effect to a sprite or canvas and sending it to the front, you can have it affect only the layer it is on. This was kind of fiddly using a sprite, but with a canvas it works so much better!
    • Adding a sprite to use as a mask on a layer, you can't use another mask effect sprite on top of it to mess with the first mask sprite partial visibility/invisibility. They don't play nice together and keep everything invisible, which was invisible for the first sprite. This is where the canvas object comes in!

    I didn't know about the canvas object's existence, but reading trough this forum I found out it was in there somewhere. As a matter of fact, a lot of stuff posted on these forums were kind off related to what I want, but not quite. So by messing with all of those things and molding into what I wanted. You guys did indeed help me out indirectly. Good info on here, thanks for that at least

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Kouji San

Member since 25 Feb, 2011

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