mapmerry's Recent Forum Activity

  • I updated a few new shield in my old game then got around to testing out graphics and controls in a test map for this game.

    you can try the testmap to to game here:

    https://dl.dropboxusercontent.com/u/84362299/Marauders%20X%20testmap/index.html

    There aren't any sounds yet but it should get across the gameplay elements.

    Edit: added in some particles for foliage. Well... tried to add particles but couldn't set an initial angle so instead made sprites with bullet/fade/rotate.

  • I know if you change the project name it will be a different save data. I use that to test stuff I don't want messing with my main save.

  • If you want to set the bar to 80 less than what it was instead of just being -80 you will want to go:

    lifebar set width to:

    lifebar.width-80

  • In the game I'm currently making when you go into corridors it zooms in x2 in tight corridors for close ups of the characters.

    With sprites you can just half the size on screen so that when it zooms in it doesn't pixelate.

    With tiled background you can't half the size ingame then zoom 2x. any resizing alters the picture to be pixelated on zoom.

    Is there any way to make any type of tiled image work like the sprites and can be put into the layout at half size?

  • I don't think there's anything wrong with it, you see trailers at the end that just list every platform, like steam and android logo side by side.

    I would highly recommend changing it though because PC gamer's are very unforgiving on even the slightest thing. Comments like "This looks like a mobile game" is a form of derogatory slander so don't make it too easy for them.

  • Could you not make a second layout the game doesn't use and put them there so it doesn't load them all at once in the beginning?

  • Apart from really simple stuff its rare that I use pin because I ran into so many problems with it on my first game tried with c2. I'm just glad its easy to pin something through a quick event.

  • They were indeed running through big picture mode. Sadly they can't use the third party pad config program because they are on linux.

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  • Thanks for the replies I have no idea so how they are opening it so I'll check.

  • Obviously this is the nw.js export. I'm getting feedback that the steam controller isn't working as a pad and registers as a mouse and keyboard.

    Is there any fix for this yet or is it something on the pads end that needs fixing?

  • I used the nw.js ver 12 for the mac fix that worked for my game.

    the c2 runtime files in \osx64\eternalstep.app\Contents\Resources\app.nw after export.

    funnily enough I have had no error posts on my game from macs with that shoddy fix, just from pc which obviously you will get every now and then because its pc.

    shouldn't matter about size that much with my game being 280 meg with over 5000 frames on animation at usually 128 by 128

  • Pretty much all the standard animations for the main character reshaded.

    Next will probably be a controls demo to get the main mechanics sorted.

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mapmerry

Member since 26 Jun, 2013

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