mapmerry's Recent Forum Activity

  • That's a shame. I'll look into different ways of saving for any new game but I guess i'm stuck with going to the old versions of c2 for my current game, if I can get one.

  • Been having some problems getting my old saves to work with the new NW.js without messing with the save files themselves.

    C:\Users\Sapphire Dragon\AppData\Local\EternalStep

    was the old save space.

    C:\Users\Sapphire Dragon\AppData\Local\EternalStep\User Data

    is the new save space.

    If I drag all the files into a user data folder the save files work but I need the saves to work without having to mess with them for people on steam who have bought my game.

    Anyone who can code know of anywhere in the nw.js code I can remove the, \User Data, to make it use the old directory?

  • If I can seperate things into different objects I will, especially if they aren't spawned in at the start.

    Sometimes when you create an object in a layout it could show a noticeable frame-rate hiccup if it has a lot of frames of animation.

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  • PC only currently planned. Phones as of yet wouldn't handle the sizes I will be using for the game

  • Ok sure.

    How the game works:

    Theme for the game was one hit one kill. Unless its a boss battle any enemy can be killed in one hit.

    You have a bar that needs to be full to attack. killing 3 small, 2 medium or one big enemy will instantly fill the bar.

    An attack is a really fast sword slash quick draw iaido style.

    Levels are split into really short chunks that you have only three health to complete.

    Game synopsis:

    A world where shipments are launched from earth to space colonies.

    There are many sky pirates that attack these rockets to steal the cargo.

    You are Corona. A sky pirate who has decided to conquer the other sky pirates in your land.

    Here's a link to the old game I was working on a year or so ago:

    https://dl.dropboxusercontent.com/u/843 ... %20sky.zip

    There will be a lot of changes to this one but mainly:

    a good gui.

    altered to ingame style story over pictures.

    snappier level finish.

    360 degree slash instead of 8 directions.

    ways to tell if an enemyis small/medium/large.

    redesigned levels.

    art improvements.

  • Thanks for the compliments. I'm currently going through the old files and adding some shading to everything so sadly it may be a little while before I start getting the groundwork done in c2.

  • When I did this you can copy events over but where you are pasting it to you need to make the variables and objects with the same behaviors etc that the events use before you paste it into the new project.

    When I try out new stuff that might break the game I export again as a new project. Mess around and keep using my new project if it works or go back to the older project if it doesn't.

  • You might want to check if any code is using most of the cpu somewhere.

    Run the game in debug layout and switch the tab to profile. That tells you what percentage of CPU is being used where.

  • Might not help because I save differently but...

    If using local storage game files are in (main disk)/user/(username)/appdata/local/(yourgamesname.)

    I'm not sure if a savestate is also there I always use local storage for saving/loading.

    Ok now in steamworks.

    Setting up this way in root paths for windows:

    root: WinAppDataLocal

    subdirectory:(gamename)/Local storage <---This changed in the latest NW.js to a different folder position but still in this area so will need editing slightly)

    for the mac versions just do the same but set root to MacAppSupport and OS obviously to OSX.

  • My previous level designs probably did not ease you into the game well enough and had too much difficulty from the beginning. I'll make sure to add some gameplay elements in the beginning that will hint to you at everything the character can do better.

    Basically the game works in that when you slash it is one hit one kill apart from bosses then you have a slash gauge that needs to refill before the next attack. This can instantly be refilled from one big, 2 medium or 3 small enemies.

    The main second thing you need to use at all times is evading, it has a large distance and you are invincible throughout. It's what you'll need to avoid most attacks.

    I also do want the difficulty fairly high but hopefully not that bad that people would think it is nigh impossible to finish.

  • So now that I have released Eternal step I am going back to my old game that I posted here earlier.

    https://www.scirra.com/forum/pc-game-marauders-corona-of-the-sky_t87849?&hilit=marauders <--- old version

    I have learnt a lot since then so the games being completely redone in c2 and the animations enhanced with added shading. First bits of work done for this version:

  • I found that starting big got me to figure a lot of things out I wouldn't have touched for simpler games so I don't think starting big is a wrong answer... As long as you know you probably won't finish that one.

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mapmerry

Member since 26 Jun, 2013

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