DatapawWolf's Recent Forum Activity

  • Hey guys! I've got another game in development. It's a tower-falling game where you platform your way up as the tower falls into lava. Its design is meant to be challenging and the graphics are an experiment in minimalism, as the game is stuffed inside a 128x128 window (scaled, of course, on Kongregate).

    I have a testing link for those interested. I am looking for feedback and suggestions!

    My current goal of difficulty is to assume the average, skilled player will take 5-10 total attempted before completing a level. However, levels 02 and 03 may require up to 10 minutes, which is unfortunately the current difficulty which I need to scale back.

    Here is the link: http://www.kongregate.com/games/DatapawWolf/tower-128_preview?guest_access_key=7afca13728ef3457f0ed41f2ba86317147b9d03a0cac006c239f0db06f122621. This may require you to use a private browsing mode. Results have been mixed.

    And here is a short GIF of the progress:

    You can select levels 01 through 03 by clicking on greyed out squares:

    . These levels require the use of the "e" keyboard control to destroy stones.

    Known bugs on public:

    • Audio can be duplicated on level start
    • S and DOWN keys are specified but have no use
    • Levels 02 and 03 have no icon
  • it's been a while. Honestly, I don't remember what my gripes were, just that I didn't care for it and working directly with Construct 2's (though stripped down) tilemap editor was quicker for my projects.

  • Awesome! I'm actually interested in this. Especially with Tiled being... the way it is. Are you planning on releasing a web version or will this be dedicated to desktop builds?

  • chrisbrobs yup! Just like the original. I wasn't able to create a GIF at the time, but yeah, animated.

  • chrisbrobs quick reply! Hahah.

    Alright so I was looking at the Basic Static, trying to take into account low-rez scaling. So instead of applying noise to every single pixel, apply noise in such a a way as to take into account each scaled pixel in a pixel-art game.

    This is a little (awful-looking) mockup I created for placeholder purposes:

    You can see that, instead of the noise being applied to each pixel, it is applied to each scaled pixel.

  • I just started running into this issue. Been trying to get a shader working for only the upscaled pixel dimensions but trying to wrap my head around the logic behind shaders is proving extremely difficult.

    Being able to send shaders only the pixels as players see instead of as rendered would be an amazing quality of life change for Construct.

  • chrisbrobs so I'm trying to figure out a way to scale and pixelate the basic noise shader. Right now I have a game with a very small resolution, and the shader doesn't seem to have a way to take that into account, so I'm trying to figure out a way how.

    I do have an example of what I'm trying to accomplish. This is a game that makes use of what seems to be just a random noise value on each scaled pixel: http://www.kongregate.com/games/scriptw ... pest-sleep

    Unfortunately the terminology of the shader eludes me, and I can't find any other shader that can also take scaling into account, so I'm just lost. Any tips? Would you be able to add an example?

    Edit: well... I did manage to find that line of math I see in the shader, so that's a step in the right direction: http://stackoverflow.com/questions/4200 ... s-for-glsl

  • Thank you both for your comments! I'm thinking of porting it to mobile. Not sure yet since I have other things to do, but I'm considering it.

  • [quote:2xljgva2]How you did the effects with the letters when you lose?

    o, it's a sprite font that both fades in and scales down from about 50 times it's normal size. I mathematically position each one before performing that graphical effect. ^-^

  • You will see more performance by utilizing other debug features, such as Watch and Profile. Inspect mode in the debugger always kills the framerate. You can also build in an FPS counter of your own, too, in "normal" play. And yeah, delta time is your friend in everything, like kerb linked.

  • Ninja Kunai Defense

    800 plays and counting!

    A defense-type arcade game where you charge a kunai throw to defend against an eternal onslaught of shuriken!

    Let me know what you think! I've had a lot of feedback so far and I've been tweaking the mechanics all day. I even recorded a short

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    playing it!

    How to play:

    Click to hold and charge your throw. Release it toward shuriken, but be careful of the angle you throw it at! All projectiles are affected by gravity. By hitting a shuriken for the first time, you will regain one shuriken throw. If you miss, or hit a shuriken that has been hit once, you will still not regain another! Time your throws effectively.

    v1.2 Changelist

    • Pressing R will now clear out the audio fade effect, and will not cause any other weird issues.
    • The background clouds now have at least a rudimentary scroll.
    • You can now change the volume of the audio and optionally mute the music.
    • Added a few more shuriken variants. Also, the floppy now has a reduced spawn chance.
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  • A little screenshot from my new game Ninja Kunai Defense. Check it out! This is the rare floppy-shuriken. It's just a fun lil Easter egg.

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DatapawWolf

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