aJamDonut's Recent Forum Activity

  • Thanks guys I appreciate the info!

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  • I see so the limitation comes down to the GPU or memory somewhere? I.e. making a huge tilemap results in a huge texture.

    If the tilemap is a texture, i guess it isn't culled then?

  • How so, can you explain more about the costs. I'd assume most of my objects would be overlayed on top of the tilemap as it would mostly act as the background/walls

  • Hi all,

    just wondering about the limitations or any experienced tips when it comes to using the tilemap object.

    I'm wondering how well the tilemap object would handle a game on a really large scale.. for example 1000x1000 at 64px x 64px per tile.

    Also how would it do for say 10,000x10,000?

    I'm also assuming culling already takes place for tilemap in the engine, can someone confirm this?

    Appreciate any helpful info.

    Thanks, Jam.

    Tagged:

  • Hi guys,

    AstroColonist is a game I started two years a go which I never really got round to realising its full vision. It apparently has 1201 events at this time.

    Today I added it to Newgrounds at:

    http://www.newgrounds.com/portal/view/691399 so it can finally be enjoyed by anyone who wants to mess with it.

    The game is playable with a few things I will have to balance out and tweak from player feedback.

    I thought rather than just sharing the game here for a few views I'd give something back to the Scirra community and so I'm providing the capx source while my servers have the link available (this may change in future sorry).

    I don't know if its going to be of any use to anyone but inside the capx I think you'll find a lot of tid-bits of graphics, techniques, bad code and good code. I'm hoping you can look at the problems my game has and avoid them in yours.

    I'm considering doing a full break down of the problems I faced and how I overcame them, as well as things I'd do differently looking back.

    Feel free to take anything from the capx and use it. I think the only juicy thing in there is how all the randomly generated planets are created, and their cloud/shadow overlays.

    Some screenies:

    (http://i.imgur.com/jlGMr0Q.png)

    (http://i.imgur.com/TVvAWhh.png)

    (http://i.imgur.com/XWs0Cko.png)

    Video:

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    Download link: http://astro.jamdonut.com/astro.capx

    Thanks, Adam.

  • Oh hey thats super cool! I didn't know/think it could do that kinda thing... Thanks guys I'll start playing around with that... I think someones just saved a few quid

  • Thanks for the response, I've tried it but not to great effect, it always looks like I just created a bunch of balls and they flew away.... Can you point me at any tuts or bundles for that kinda thing?

  • Heya guys,

    really excited about this one but it's really early days still but now would be a great time for some initial feedback on the concept and let you guys suggest any similar games I can draw inspiration from (Already including GTA1,FTL,Freelancer)

    Some screen snips:

    Testing cutscenes and docking:

    Testing fog of war:

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    Testing waypointer (arrow) and EVA:

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    The short of it is:

    A space (rpg?)adventure narrated by Hanks speech throughout the game. Some bad stuff goes down and he's lead into a wormhole into a solar system with much more alien activity than ours. He proceeds his journey using different shuttles he can buy as he progress to navigate between space stations, space anomalies and the like, talking, trading, killing and dodging his way through the story line.

    I plan to have some very simplistic mechanics in the hopes to reduce the time to deliver this, so trading will be there but very simple, and so will things like being attacked by pirates or being a pirate yourself.

    HOW CAN YOU HELP?

    I would like to hear peoples thoughts on anything they want but also in particular the items I would like some feedback on are the background, and ideas for something that isn't photo-realistic but still look spacey. It would be great also to get some feedback on the UI elements such as speech bubbles and the HUDs style at the bottom left before i build out the entire GUI.

    As you can tell its a development lead game i.e. my pixel art is weak; so I'm looking for realistic feedback about changes and solutions to the age old problem of sourcing graphics

  • "six months to make a perfect game" its not even that easy after years of learning to be honest but the guys at pixeljoint.com know lots about pixelart and its use in games, many tuts over in the forums too.

  • Hey guys,

    need a couple of explosion assets for a game I'm working on but can't seem to find a place to purchase pixel art focused FX. I'm looking particularly for explosions, ballistics, spacey explosions with plasma and the like.

    Can anyone spare a moment to point me at a good site for buying pixel art FX or point me to a good pixel art explosion bundle please?

    Thanks! Adam

  • Looks cool

  • epic

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aJamDonut

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