Colludium's Recent Forum Activity

  • Death by piranha mk 2 (in level 1). No more crazy instant skeleton...

  • MadSpy, yeah, I was thinking about something like that. Maybe an o2 remaining line would work, although I want to keep the display as clean and uncluttered as possible. What would you say about changing the color of the display / shrink the player's viewing window as the o2 is depleted?

  • procrastinator

    spongehammer - lol, this is quite a short demo, so you should be limited on the number of types of death you encounter...

    Swim animations updated, and the blends should be smoother now as well. I hope... Now to add some factory based stages x10.

  • procrastinator - thanks! And you're right now I think about it - all of the swimming animations were built from the first one I put together months ago (obviously not really thinking about it...!!). Looks like an excuse to get into Spriter again!

  • I love the style. I was getting 48 fps in chrome with intel HD4600 - which was a bit of a surprise given that there was only one shader effect I could see and not much animation....

  • It took me a long time to teach my character how to swim . I think we're just about there, although some of the animation blends still need a bit of smoothing (there is something that feels a intermittently glitchy about the animation blends in spriter, but only sometimes....).

    I've uploaded the first part of level 3; it's quite hard, I think... But hopefully not too difficult .

    I am considering making this the last game demo so I can focus on making the rest of the game without giving all of my secrets away. Alpha and beta testers are always welcome, however . You know who you are!

    Here's a glimpse of the swimming mech:

  • Yes. I have had it happen a couple of times when closing a project (leaving 2 others open). I am not sure I can quantify it in any more detail, unfortunately.

  • Letterbox Scale should fix this - no need to reposition anything in c2.

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  • Here you go - a very simple character swap platform demo link to capx. It's not pretty, but it's a simple way to inherit the platform perf of the next character. I hope it helps!

  • I think rexrainbow plugins should be added to construct. Officially bought and added. His expertise has been invaluable.

    Yes indeed. C2 is largely devoid of usefulness without them!! I'm just putting together a quick example of what I mean in my explanation above - I'm going to ditch the csv import for now, but hopefully you'll get the idea. I'm not saying it'll be pretty, or even the best way to do it, but it's how I would probably start.

  • Wow!!!

    Excellent work - love the art & good luck on Steam!

  • I would just have one player object (invisible) and change the character sprite that I pin to it. When they are not pinned to the Player, they are pinned to a parent controller (using UID references). The player FSM could be huge but I think this would be the easiest to implement - for me, at least! Then you won't need to worry about how to control lots of different objects, each with platform behavior etc; max speeds / jump powers all contained in an array, loaded from csv for ease. If you're not using spriter, put the characters in a family and control animations that way.

    I think this is what I would do, at least to start...

    This is a concept I had a while ago, but I got distracted .

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Colludium

Member since 26 Aug, 2013

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