Venivididormi's Recent Forum Activity

  • Make sure the collision polygons (and origin points) are consistent for each of the frames of animation. Otherwise when the collision box changes the animation will appear to pop up and/or down and either float above or cut through the platform.

    Or as many of the tutorials suggest, use a single invisible box for collision and movement, and pin it to the player animation sprite. This eliminates most of these kinds of issues.

  • Sorry there, been really busy lately. I remember trying to test it, but there were errors when I tried to extract it. Can you try repackaging it?

    Also, you might get some better visibility if you create a thread for it over in My Creations. More people seeing it, more people trying it :)

    Anyway, I'll try again tonight, and redownload it.

    Lol, I just realized why you got an error. The file inside the .exe had the same name as the .exe so it caused an overwrite error.

    Try this instead (updated original post as well):

    dropbox.com/s/5cgbiwk34i8o774/EngineDemo_SE.exe

    And yeah, I think I might create a seperate thread eventually. Anyhow thanks for taking a look.

  • No feedback?    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Yeah it's a tough call. Some indies have deliberately released unprotected versions of their games on pirate bay, and claimed it actually increased sales from word of mouth. Some had bad experiences. I'd agree that nothing will stop a dedicated pirate/cracker, better to just focus on good gameplay and profit from the word of mouth.

    The "joking" piracy protection might be an even worse idea (despite how amusing it is to read about) because if it's at all buggy, you're going to have a lot of legitimate customers who won't necessarily be laughing. Nor will you if they want a refund.     <img src="smileys/smiley1.gif" border="0" align="middle" />

  • It's the fact you didn't mention the "catch" until you've gotten to your page. "Buy one get one free" states the catch right in the sales pitch. But thanks for updating to make it clear, that's all I was suggesting.

  • Uh, "pledge $75 or more on kickstarter" to get access to this is not "free". Funny how you have to go to your site to find that out.

  • Finally got a dropbox account, here's a pc build. This is a self-extracting .rar file.

    dropbox.com/s/5cgbiwk34i8o774/EngineDemo_SE.exe

    Features:

    -Home screen where you can get healed and warp to new locations

    -Alien overlord who follows you around giving orders (for future plot exposition and tasks) and does the healing

    -Randomized game world where you can use a variety of tools

    -Player can request a portal back to the home screen

    -Player will automatically be warped back and healed if they are going to die

    -Player can take damage from bombs or drowning in water

    -Chests which contain jewels and/or health pickups

    -Jewels provide XP which level the player up

    -Bunnies! (they like grenades, really they do)

    -Use pick to mine 3 resources: dirt, iron, gold (can't craft anything with it yet lol)

    -Lights can be placed and reveal the terrain (requires webgl capable system) and use a different sprite depending on how they're placed

    -Bombs can be placed to destroy terrain or lights/bunnies/trees.

    It's not a currently a commercial project, so i'm using placeholder assets from a variety of sources like braid, terraria, tmnt, etc. It's also very simple, not much to do but run around and kill bunnies, mine, build ladder bridges etc. and level up. It's basically just an engine demo/test like the name suggests.

    Let me know what kind of framerates you get, and whether the lighting works for you (and if so what you think of it).    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • You should read the section of the manual covering "dt" or delta time. It ensures consistent movement speed across all browsers/computers. Basically you multiply your speed modifier by dt.

    scirra.com/tutorials/67/delta-time-and-framerate-independence

  • Looks cool, I was wondering the other day how i'd do something like this. Any hints? :P

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  • What's a better way to do this?

    Most capx's i've seen uploaded as examples delete the original when layout loaded event is triggered. That's what I do as well, and it works reliably for me. If you just add a "<spritename> destroy" action on layout loaded, it will remove any instances of that object currently active.

    You can then spawn new ones when needed, and they'll be set up the same way as the one you originally had in your layout.

  • Interesting, but I got horrible framerates on their demo games.

  • You lost me at "chrome only". I can understand webgl supported browsers only, but only chrome? Why be so specific and exclude the majority of players?

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Venivididormi

Member since 25 Mar, 2013

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