CF78's Recent Forum Activity

  • One word... Fun!

  • zenox98 Well I no longer get a blank screen and the game loads.. WOOT!

    **edit

    No Full screen in preview

    Full screen on export works

  • spongehammer No prob and Thanks! I need to get around to finishing it.

  • Well... It's a least it's comforting that I see the same users facing the same NW issues.. So there is that

  • zenox98 I'll test without minify and play around with options. (I understand the security issue )

    Well it's not a loader issue. I just tested the different loading options and even set it to have my game go strait to start screen. No dice on export. Same effect - Blank screen hangs

    Colludium :/ I may have to resort back to r216 and use NW.js 13 - manual install via git

  • Preview works for me - minus full screen support (not sure why)

    Exports do not

    x64 Export - Opens blank window and hangs

    x32 Export - Opens blank window and hangs

    I'm going to dig a bit deeper - the no full screen support leads me to believe it my be an issue with "Loader Style"

    Curious zenox98 - What are your export option settings?

    Mine are as follows - (worked before update)

    • Single Instance *Checked
    • Window frame *Un-checked
    • Resizable window *Checked
    • Kiosk mode *Un-checked
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  • The demo is awesome! Good luck spongehammer I wish you the best in sales!

  • Whoa. Really rad

  • cool...I hope the new career is game or art related!

    I wish it was game related! I actually just got out of the design industry after 13 yrs of freelance work. Had a good run, but needed a change.

  • any status updates? you haven't posted in a while.

    also, did you use a tutorial or get thread help for your boss' mechanical arm? I'm trying to make a mechanical 2 jointed arm for my player (ship) sans physics..it will be controlled by the right analog stick so that might different than your usage. Haven't been able to find much searching the forums.

    I've been slowly working on it.. :/ Made some career changes and really haven't had as much time to work on it.

    I asked for help in the forums https://www.scirra.com/forum/viewtopic.php?f=147&t=129001&p=907977&hilit=ropes#p907977 And was directed over here : https://www.scirra.com/forum/viewtopic.php?f=147&t=79670&p=652177&hilit=rope+physics#p652177

    To be honest... I don't fully understand how it works.

  • Thanks landman !

    You bet

    * What are you using to make animations?

    It's a combination of methods. Some animations like enemies, are all sprite animations (frame by frame) Player animations are controlled by both frame by frame and some 'lerp' - to create smooth movement. Player is 3 parts (each with animation frames) - connected together by image point and lerp.

    * When creating pixel styled artwork, what size is the smallest "pixel/block" size used?

    1x1 pixel depth is the smallest. Generally I will create pixel art at it's smallest size and scale up accordingly whether by scaled image increase (via photoshop or art program) or via events within Construct

    * Are the particle effects actual particles or pre-animated effect?

    Pixel art used in primarily particle effects.

    Pushing for an update to demo this evening. Will post on changes, and progress.

  • Thanks blekdar I appreciate the play, and great feedback. Especially at this point in development the "What I don't like's" is what I am after.

    [quote:1wvex3zl]- The crusher machines are not very obvious, I was killed several times just from not noticing them. Maybe change up their color to make them more visually obvious?

    The crushers have been an issue. You're right about them not being obvious enough. I notice this when watching people play the game for the first time. I like your idea on changing their colors to make them more obvious.

    [quote:1wvex3zl]- It's kind of weird seeing springs almost flush with the ground, but not bouncing when you run over them. I think it would be better to place them higher up/make them thicker, so it's not as jarring running over them or jumping on them.

    I'm glad you brought this up. They are one of the few things in game that haven't changed since I first implemented them. Perhaps some artwork adjusting and size changing will alleviate this. I will have to play around. I'm also curious to know if the usage of them is 'too much' At first they aided in reaching tough spots but as the game evolved, and the levels grew - the usage of them increased. Not sure if this is all that good for overall gameplay. In any event I will have to play around with them more.

    Thanks again for the constructive feedback!

    PS Blitz Breaker is coming along great! Love the addition of the portals.

CF78's avatar

CF78

Member since 21 Dec, 2012

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