Rushino's Recent Forum Activity

  • Just a word to say that the project isn't dead! After taking a little pause during summer, i am working hard to bring something to the table. Actually i am polishing it so it will look better once the prototype get released. I plan to add some more features just before releasing the prototype! Stay tuned and thanks for your interest!

    [attachment=0:32xtigr6][/attachment:32xtigr6]

  • Does this has been fixed yet ?

  • Hi,

    Does anyone tried to run a game based node-webkit on Mac OS X ? Where do you have to put the files so node-webkit read them ? Some docs about this would help a lots!

    Thanks!

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  • Interesting.. so 60 fps is supported. That good to know because it seem really smooth at 60 fps if you compare.

  • Thanks!

  • Hi,

    I am currently starting to do my steam and kickstarter video. I was wondering what would be the specs ?

    Should i go for 30 fps or 60 fps ?

    Should i go for 720p ?

    Should i go for mpeg-4 ?

    Thanks for your tips!

  • Thanks for your reply.. but i would still like to know if it impact performance in any way.

  • Hi,

    From the start i am setting my sprites like this for any sprite with only one frame. Does the fact that it have Loop to Yes can cause any performance issue (with tons of objects) ?

    Speed 0

    Loop Yes

    Repeat count 0

    Repeat to 0

    Ping-pong to No

    Just wondering...

  • Very good suggestion. I will propose preset of configuration for the both analog and offer poeple to set any action to their buttons. That should fix my problem.

    Thanks you!

  • Hi,

    I have made a system in my game to lets the user choose their own keys for keyboard. Everything is alright. I did same with Gamepad but i am getting problems.. the problems lies in the fact that gamepad have axis. Problem is that each direction doesn't trigger a button. up-down trigger one, and right-left trigger one but only one! doesn't matter if its left or right.. it won't make a difference. So i had to make a custom system wirh axis levels to détermine if the player did left, right, top and down. But this is not a trigger and i have to combine this with check for normal gamepad button. I feel like this is getting really complicated and i have side-effect because i am obligated to use "button index is down". I would have prefered to use a triggered event. What are your suggestions ?

    A- Lets the players only bind keys for button of gamepad.. and lets user choose a specific layout for the axis ?

    B- Duplicate each action events (but put them in fonctions) which enable to détermine if analog is used or gamepad buttons ? (One for checking analog, and one for gamepad buttons) i can't use an OR operator since of the events are a trigger. The other one is like a function returning 1 if analog is used etc..

    Any ideas ?

    Thanks!

  • Hello everyone!

    The past couple of weeks have been a whirlwind of craziness in both personal and professional life, but that hasn't stopped or stalled development in any way whatsoever. The demo has been steadily taking shape and has already become twice the game it was since the last update.

    The biggest obstacle that has been overcome recently is how the game engine sorts characters based on their vertical position relative to one another (z indexing), and getting this bug stomped was a huge motivation boost. It makes the game look 1000% better as enemies aren't floating over each other oddly, and that wouldn't do whenever you're running around stabbing enemies in the face!

    Combat. Delicious, pixelly combat. It has been a real treat adding different enemy types for you to slash, blow up, and generally kill to death. Enemy attacks vary quite a lot; the slimes will try and get as close as possible to you as they slow you down if you touch them (and they split into smaller slimes when you kill them), skeletons have a ranged attack and will also deal damage if you touch them, Dread Knights are tough, and will lumber towards you to try and deal a heavy damage attack, bats will swarm at you and deal touch damage, and so on. Several mini-boss enemy types have been implemented and will feature in the demo, one of which is a flail wielding knight (whose flail also spews bombs by the way).

    Apologies for the lack of animation on the Dread Knight, he'll get them soon! As you can see from the animated gifs, when the enemies aren't tracking the player they wander around. This wandering is random, and they try their best not to fall into bottomless pits (but it does happen, hilariously) and will avoid NPCs.

    The game world is rich and full of lore for players to discover should they decide to go off the beaten path and explore Mistmere fully. Make sure to read all the signs, tombstones, and incriptions scattered across the island, as there are many hidden areas to unearth and explore.

    But do exercise caution when you loot these long forgotten places, as there can be consequences...

    So development grinds ever onwards!

    Love it! It is inspired a lots from Zelda games which is very nice! You could have a winner here. I didn't seen any zelda kind of game around .

  • vtrix

    Thanks for your help, but I will continue to use 9-Patch (for fill) and Sprites (for corners) after all ... Works well on different resolutions ... it sucks that the TileMap Plugin is kind of useless It would helped me a lot.

    Rushino

    That is the point ... If I use Integrer Scaling I can say goodby to multiple resolutions

    I was asking if there is a workaround for this.

    There are tricks.. like adding padding to your tiles.. but i think this is more a nightmare if you ask me. I don't have the problem in my game because it won't end up as mobile game. Do you have plan to be on mobile ? if no then you might consider making it crop (option in your project) and position your HUD manually using Left, Right, etc.. viewport. This way you enable multi-resolution.

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Rushino

Member since 15 Sep, 2013

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