Snalec's Recent Forum Activity

  • I've gotten some feedback that the game is a bit too hard. I just released an update with difficulty tweaks, so if anyone had trouble with the game, it might help! Thanks again!

  • Thanks for playing! If I did it all over again, I'd probably make Winston's movement more complex, but it's my first project. I've learned a lot from it that I'll take into future projects.

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

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  • 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

  • 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.

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Snalec

Member since 1 Jul, 2015

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