Snalec's Recent Forum Activity

  • Thanks for playing! I'll keep that in mind for future projects.

  • Hello!

    I just posted my platformer that I've been working on for about a year and a half now. It's my first game dev project (I started it before my other game Thumb Defense), so it's a bit rough in places and there's a lot I'd do differently now, but two years ago, I never imagined I'd be able to create something like this. I wouldn't have been able to do it though without the help of the forums. I really appreciate everyone that helped me out, and that was patient with my silly and probably really obvious questions. This community is just so kind and welcoming to newcomers. Thank you so much!

    https://al-games.itch.io/operation-winston

    Tagged:

  • Okay. Thanks!

  • Thanks for your reply!

    Would it work if I took my player sprite and made all his sprites and hitboxes the same size? I'm at the very end of this project. It'd be a lot to reconfigure the player to be pinned to a collision sprite at this point. I'll remember that for future projects though.

    Thanks again

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  • Hello.

    I'm working on an attack for a boss where jump through platforms move up and down and loop around the screen. I'm using the 8-directional movement for the platforms.

    Whenever the player jumps on a platform that's moving down, they go into a glitchy state where I think they are falling and standing at the same time. When the player jumps on a platform moving up, they seem to stay on it for a split second and then fall back through it (I thought that might be due to a fall though event somewhere but I looked and it's not)

    I looked at some tutorials and they seem to use the sine behavior for moving platforms. I tried that and I still have the same issues.

    How do you guys do vertically moving platforms? Is there something I'm missing?

    Thanks

  • Cool. Mine's at 57.6mb so it looks like it'll be okay. Thanks so much for your help!

  • I split him up and added some placeholder animations to approximate how many frames will be there when I have the final animations in.

    Is there a way to check vram in debug mode? I don't know if GPU is relevant at all, but it's hovering around 1% and there isn't any lag which is good.

  • Thanks! I'll split him up and see how that goes.

  • Thanks for your reply!

    The boss is going to be realistic compared to everything else. I made a miniature that I'm taking pictures of.

    I hadn't really thought of a target resolution. This probably isn't how you're supposed to do it, but my viewport size for most of the game is 128 x 96 pixels. For the final boss I used set canvas size and multiplied the size by 8.

    What would happen when too much memory is used? Would that lag out the game?

    The boss doesn't really move all that much. I might be able to separate some of his pieces, so that when his cape animates the body isn't repeated in the frame. I'm not sure how much of a difference that will make though.

  • Hello!

    I'm working on the final boss of my game. Most of my game's sprites are really small. My main character is only 8 pixels wide and 16 tall. I'm wanting to make the final boss really big though, he'll probably be about 617 pixels tall and 788 wide, and, since he's bigger, he'll need more frames of animation for his movements.

    I don't really know too much about file sizes. With one frame of the boss in, my c3p file is 50,366 kb.

    I'm not sure what I should be going for file size-wise. What's the average size of a game in Construct 3? Are there any reasons, besides increasing the file size, like lag or loading times that might come from having a bunch of sprites that size?

    This is probably kind of a silly question, but I haven't really dealt with big sprites before.

  • Three months later this game is finally finished! Here's a link if you want to try it out: https://snalec.itch.io/thumb-defense

    I learned a lot about Construct 3 working on this project. The game itself didn't take too long, but it was my first time dealing with menus and unlockables, which all took much longer to figure out then I thought.

    Hope you enjoy it!

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Snalec

Member since 1 Jul, 2015

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