Halfgeek's Recent Forum Activity

  • Due to the popularity of 90/120/144hz monitors in the gaming scene (and its growing) and the way C2 runs in sync to the refresh rate, would it be possible to force 60 hz rendering for the engine?

    This is to prevent some possible bugs as well as to limit excessive CPU usage.

  • gillenew Thanks, but I **** worse at pixel art, I don't even understand how all you guys manage to make so few pixels look so cool. :p

    Finally finished the AI Conquest system as well as lots of random Global Events.

    Also the dynamic Star Map!

    Lots more info on my devblog:

    https://halfgeekstudios.wordpress.com/2 ... he-player/

    The tiny fleet icons move & fight on the star map, firing weapons & little explosions! Going for more polish. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Also, I **** at making logos...

    Best I could come up with:

    Or

  • On PC it matters less, on mobiles, you need to have words that are common searched in the title to have a chance.

  • Trolls be trolling bro. Welcome to the interwebz.

  • Is there a version without the Protracker plugin. I don't like to use many plugins for C2 because after some time, with updates and all, things could end up broken.

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  • I dug through this section but couldn't find one that fits..

    Typical sci-fi movie effect, ships exploding, generating a massive shockwave & flames/particles.

    I can replicate it with 2D animations but I would love a more dynamic effect that can be randomized, to look less static/repetitive.

  • Nice.

    I'm done with all the mechanics in SN2. Now just putting it all together & putting in lots of content, then polish.

  • Looking good! It's got some nice atmosphere going with the awesome pixel art!

  • Making a complex spacesim is a great way to improve at using C2! It definitely taught me a lot and still, lots more to learn.

    Good luck with it!

  • I have side thrusters for all the AI ships originally, it was a continuous stream, but I wanted to save some CPU cycles so I cut it down to only fire once per turning initiation. It doesn't look as obvious.

    For the player & squad ships, the side-thrusters are continuous streams, fire left to turn right & vice versa.

    This one is earlier on, but you can see the movement & thrusters for the AI in action. Note that it fires the side thrusters only once per turning maneuver initiation.

    Video of a major 3 faction battle:

    https://drive.google.com/file/d/0BzblvP ... NseTg/view

    Let me know if you got more feedback!

  • Thanks guys!

    I've decided to move away from a static BG and make it more dynamic.

    Now it's a base nebula type without stars, add dynamic shimmering stars , add some storm fx, make it darker and add more parallax dust specs that's visible only when players are flying/moving (to give it depth perception).

    By doing this, I can do away with the dust cloud parallax layers that gave the game a faded look, as some of the earlier art input was correct. Now it looks sharper & the moving nebula clouds & stars raise the overall feel a lot.

    https://halfgeekstudios.files.wordpress ... port-3.jpg

    Better?

    • Post link icon

    Jesus Christ I wish we can stop going back to using all these old SDKs and work arounds constantly.

    Are we stuck on 10.5 NW (with hacks to get it to work!) forever? Any day steam may do an API update and we're screwed.

    It needs to be said, this should be the priority Scirra!

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Halfgeek

Member since 24 May, 2013

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