valdarko's Recent Forum Activity

  • looks interesting, what about the player have to stole chickens and bring back for the lair and since you dont want a complex combat; when he overlap a a dog or a farmer he loses the chicken, making he have go back and try again

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  • nops, its the same way, but i use the hot spot for all the parts

  • hey customization is a nice feature, you are making it by isolated parts(head, pants, legs...) or full character? :D

  • wow, very good, simple but really cool looking

    i think a way to make it more intuitive without break the "ah - ha" moment of discovery and letting the player figure out things without hold hands; you could tell a simple tale about trolls at the beginning so the player know that trolls turn into rocks in contact with sun light; then you put the sun light in the first plane to pop out from the background, this way you could remove that "sun mark"... unless you want a more obvious approach

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  • make sure your settings are ok for the type of art you want

    sampling - linear for hand draw and point for pixel art

    also pixel rounding ON

    and always try to make things 1:1 scale

    re scale objects is good but making it 1:1 helps avoid some of this jaggy stuff

  • Katala

    add 4 players suport, character customization and pack it up. i'm sold

  • CrudeMik

    hey man, i still remember that game you made about a girl that control leafs. i think you should go back and remake this idea with a more simple approach :D

  • hey man, nice game you have!

    i'm played it and is running smooth, but the sections i have fps drop was the ones with A LOT of effects + colision checks

    i'm on a AMD quad-core 3,80 GHz 8GB RAM with a NVIDIA Geforce 8400GS

    i think your problem may be the JUST effects + animated backgrounds

    your game is not just heavy animated; it is VERY heavy animated with heavy effects + alot of background heavy animations

    i'm pretty much impressed that construct2 could handle the numeber of effects in your game without break the rapid gameplay feelling, but i think you should review your design on the fight rooms because there is too much stuff happening at the same time, maybe changing the background effects a little when there is colision checks or even removing some stuff; like, when you have a big fight you could make it on a new layout room with less effects happening on the background or change the way your dinamic effects to something simple like frame by frame or using spriter

    maybe just ashley can say what is really the problem but i hope you can keep the scope of your project because is looking very cool :D

  • 500mb!!? damn still!

    try to disable some animations via toggle disable the group of events

    if the problem dont go away try to see if some of the objects are being spawned like 1000 times or if you have A LOT of constant loops at the same time

    can be stupid, but try to reduce the browser screen size with ctrl - and +

    it can be the sound, browser or the video card too

  • strange control scheme, i like it

    at first i was a little lost but then it became clear

    change the theme and make a horror game like fatal frame where you have to

    take pictures of ghosts :D

  • toomer34

    start making the character, try to make using pixel art first so you have more control under the result in terms of height and weight.

    now lets say your character is 45 pixels tall and 30 pixels large; then your solid tiles should be 32x32 to keep a good aspect; since your character is 45, when you are planning your background you know that your character can pass through a 64px tall empty space (2 tiles of 32x32); assuming your colision mask is the same as the character weight and height

    this is pretty basic stuff, but gives you a starting point

    try to make stuff 1:1 scale at first so you dont have weird resolution problems, and a important thing to maintain the original idea is making a mockup

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valdarko

Member since 17 Oct, 2011

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