skymen's Recent Forum Activity

  • UPDATE:

    Hey! There is a new playable version!

    (add in http)://airtailstudios.comxa.com/SHIFT!V4/

    Or play it on scirra's arcade:

    (add in https)://www.scirra.com/arcade/adventure-games/shift-5535

    Have fun

  • HR78 Thank you.

  • Thanks, that might do the trick. I knew how containers worked, however, I never thought of it that way .

    I'll try and let you know.

  • I have two objects that I wanna ally in pairs.

    I have a Door and a valve.

    Both have an ID value, and the valve has an activation rate.

    I want the door to open partly using the activation rate.

    However, I cannot see how to do this. How to retrieve the correct activation rate value in the door's width expression depending on the IDs.

    Because the thing gets glitchy when I have more than one door and one valve.

  • arcab072081 Don't worry

    I'm on it!

  • arcab072081 Thanks

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  • Seriously? Was absolutely not aware of that :p

    However, that's not a big deal as the game you're talking about is a free flash game and has absolutely nothing to do with mine.

    Thanks for the info tho .

  • Hey. I'm making a game that is based on the same dark atmosphere theme than Limbo. At least visually.

    It's named Shift, and I may soon finish the engine, so I can begin mapping.

    Here are a few update videos of the game (from it's begining to nearly what it is now):

    (add in https)://www.youtube.com/watch?v=gdyMosX622k&list=PL9F6oFczw6K1av8lfAUkPZduVl4dYeB16

    Here is a playable version (the engine is not finished yet, but is really close to the end) :

    (add in http)://airtailstudios.comxa.com/SHIFT!V4/

    Or play it on scirra's arcade:

    (add in https)://www.scirra.com/arcade/adventure-games/shift-5535

    Also, here are a few screenshots in case you don't want to go through all the 5 videos.

    I still got a few things to complete until I actually finish the game's engine.

    TODO:

    1-Mapping addons : Teleport points, camera spots 97%

    2-Enemy AI ------------------------ DONE

    3-Rotating Doors ---------------- DONE

    4-Sound Fade functions ------ DONE

    5- Options Menu ---------------- DONE

    6- Change controls menu ---- DONE

    7- Enhanced controls ---------- DONE

    OVERALL 99% (The end is near )

  • What I did personally, is redoing what the dude in the post I've shown in my previous message. The result is quite satisfying

  • I found a way to put two events in the same box even if they shouldn't be. Like the "Trigger once while true" and "On function" and so on. For the moment, it helps me doing some things and don't seem to be creating any bug or glitch, so I would rather say it's a tip and trick, but, if it happened that it may cause any problem, here is how I did it:

    Anyway, that's still useful if a function is called in multiple following frames, like on a "Is key pressed" condition:

  • Ashley

    Yep, as I said, what was really making the game laggy was the blur on lightning and the motion blur.

    Deactivating one of the two would give me some extra FPS and deactivating both would give me back my 60FPS, so I think that's what I'll do .

    Thank you anyway!

    (Btw, I found a way to put two events in the same box even if they shouldn't be. Like the "Trigger once while true" and "On function" and so on. For the moment, it helps me doing some things and don't seem to be creating any bug or glitch, so I would rather say it's a tip and trick, but, if it happened that it may cause any problem, here is how I did it:

    Anyway, that's still useful if a function is called in multiple following frames, like on a "Is key pressed" condition:

  • Mmh, yeah, I see.

    As I may export to NW.js, I think that I'll juste make a loop that goes trough every object and deactivate its effects.

    Even so I've been in the 'profile' tab in debug mode, and it seems that what causes most lag is my blur effect on lightning and the motion blur I added.

    Anyway, thank you

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skymen

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