JJEvil's Recent Forum Activity

  • Completed in under 48 hours. Submitting it for the jam because there's 2 of us.

    http://ludumdare.com/compo/2014/12/07/i ... day-early/

  • I'm getting this too. Tried to setup and older version of NodeWebkit as a custom browser and that didn't work. My game looks really choppy right now and it was fine before the update.

  • http://n64gaming.com/n64-gaming-podcast-episode-11/

    We talk about B.LAST,(my game) Construct 2, and being truly passionate about gamedev.

    More info and story bits at http://www.crunchpickle.com

  • I was just looking for feedback, not trying to start something, but I think it should be a thing too.

  • Dualmask

    I checked out your stuff on DA. You're pretty good. Some of your stuff is better than good. But you do seem to draw mostly hot chicks. There's nothing wrong with that, who wouldn't buy a game loaded with hot chicks, but you're going to have to diversify your repertoire. All kidding aside, I think when you get focused on a solid idea for your game, you'll do fine.

  • Dualmask

    I have a nearly identical story. I guess I'm a little ahead of you though. I started with C2 a year ago. I have focused on a single game concept and it's really materializing. You may find C2 to be extremely fluid in getting your ideas into tangible form.

  • Possibly. I'll try pinning them together when I get home. It might make the rest of the problem easier to solve. Thanks for the tips.

  • frn2000

    Ok, care to share anything else? Who are you, and what are you working on?

  • I haven't used the pin behavior before. From my quick reading, it looks like it could solve the swapping part of the problem. I still need to keep them from overlapping/figure a way to properly bounce them off of each other on collision. It's largely a style decision, but I want the creatures to feel solid.

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  • I am actually attempting to make 2 instances of the same sprite behave like solids without using the solid behavior. Currently, they have a platform behavior attached. The sprites are being used as enemy containers, with spriter animation skin overlays positioned to both each tick. The problem I'm having is when the two instances of the the container collide/overlap. Sometimes when they literally cross paths, the instances "swap" skins because I'm using pick nearest to assign each skin to its container. It's happening far to often to ignore. I tried making each of them solid but combined with the platform behavior, it punches my frame rate right in the windpipe. I'm dropping form 58 fps down to 19 just by adding the solid behavior. I tried writing a collision action that forces the containers away from each other when they collide or overlap, but the problem I have there is that I'm using their traveling direction to determine which way they should "bounce" off of each other. If they both happen to be traveling in similar directions when they collide, weirdness happens. I've been running at this for two days, and I think I'm too close to the problem to see the solution right now. Any help will be greatly appreciated.

    http://www.crunchpickle.com

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JJEvil

Member since 5 Mar, 2014

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