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  • Great I'll be looking into that tonight then! Thank you!

  • No kidding? I'm gonna have to check that out. Can the Browser object save specific data, like object Variables and Global variables? Also, I'm using the Node Webkit. Will the Browser Object still work for it? I've never touched it before.

  • Great tips, and thank you for the quick reply! I actually just found out that if you use the quick save function it will still load everything up on the next games as long as the .exe files are the same name. Tried it out and sure enough...

    But I'm still gonna look into doing it the way you've suggested as well. That way does seem like the more secure method in the long run. Thanks again for your time and help!

  • It's been a long time since this thread was used, but I've finally come to the point where I need to apply this function to my project. I've been digging through tutorials and trying everything that I can, but I can't seem to get the stats from Part 1 of my game to load onto Part 2. Could somebody load 2 capx files, one file with an alterable variable and the other with a function that loads the variable? I haven't been able to find anything like this in tutorials so if somebody can help out that would be awesome!

  • Update!

    A decision has finally been made for the distribution of Grave Prosperity: Redux. Due to many additions and changes in assets, each part of GP: Redux will be sold at $1.99 USD. Originally the game was going to be free, but there has been so much more put into the project than I ever expected there to be.

  • NEWS & UPDATES!

    Since the release of the demo, people have been giving some pretty positive feedback, but for some reason it still felt like something just wasn't quite there.. After making the playthrough videos for the demo, I realized the issue was in responsiveness to reaction time. Not in the sense of low framerate, but in the way of having to allow certain animations to run completely before making another move.

    So to fix this issue I set up an "attack cancellation system." Teleporting enemies and counter attacking ones could make combat feel a bit unfair when Amber is in mid attack and cannot break out of her animation to dodge or block. So to fix this, the attack cancellation system will allow you to break out of mid attack and dodge or put up your guard. Now the only reason to take damage is due to difficulty rather than unfairness.

    Another addition is the ability to choose to walk or sprint. Previously in the demo, Amber could either only walk or only sprint. When she is unarmed, walking is the only option. And when she becomes armed, she could only run. Now, after getting your first weapon, you can choose to walk or run at any time. The running animation has also bee modified.

    The final point of interest for the current upgrades is a modification to killing your enemies. Now, for smaller creatures, depending on the attack that lands the finishing blow during a combo, an enemy can either be decapitated or cut completely in two. This tends to make surviving an encounter a little more gratifying.

    This is it for the mentionable upgrades and changes, but there are plenty more to be seen in-game when Part 1 is released!

  • Wow thank you, that's very nice! And yes, Marissa Lenti has done an amazing job with her part as Amber on this project. Resident Evil has played a very big part in the ways I have gone about some of the design aspects. I haven't decided yet if I will be using indicators to signify intractable objects or not. I know most modern games are like that, but I feel like it may take away from the investigative nature of the game. I want players to look for items and irregularities in the environment instead of on-screen prompts. If you want to see the demo in its entirety, here is a complete playthrough with all cutscenes and exploration included:

    Thank you again for your compliments! I look forward to having Part 1 released very soon!

  • This is a full playthrough of the Grave Prosperity: Redux Demo. The beginning is all exploration and scene setting. For those who want to see action, it picks up at 15:00. There's a little lag in some of the recording at times, but this is the demo I released back in October! Enjoy!

  • This is the official walkthrough for the Grave Prosperity: Redux Demo that was released on October 31st 2014.

    In an attempt to keep the walkthrough as linear as possible, all cutscenes have been skipped and exploration is kept to a minimum.

    The gameplay, visuals and audio present in this demo do not represent the final product of this game.

  • Thank you!

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  • DrewMelton

    Absolutely! Zbrush is an incredible tool that I should really get again. Talk about making top notch models with that program. But as you said with importing 3D rendered sprites, the poly count doesn't matter so they can be as detailed as we want! I'm still young in my game design life though, so maybe one day I'll move on to using bigger and better things for future projects.

  • Seeing how you did some of your sprite animation work has actually made me want to begin a new game of my own using your style! Thank you for the hard work you put into your projects and for inspiring me to expand my own horizons!

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