Fradno's Recent Forum Activity

  • Hi, is there any tips or limitations regarding background art? For example, in another game engine, there was a limitation where an "actor" or object who's size was over 2048x2048 pixels caused tremendous lag or errors.

    I have just stretched an tiled, background object to nearly 5,000 pixels(the tiled sprite is 383x287 itself, which, is getting treated like a 512x512 sprite if computations stuff is universal). I noticed when I play my game, some kind of "lag" will strike, and the touchscreen buttons become unresponsive if I hit two. I'm trying to pin down the cause of this "lag" or error, and I'm thinking it could be that object I mentioned, (or it could just be the large size of all the sprites causing slowdowns in computations, if so, I might have to cut down all the sprite sizes in half, but that will take at least an hour even with batch conversion, so I will strike down the quicker to observe possibility first.)

    Thanks in advance for any help.

  • tunepunk: Thank you for the feedback! The rocks I painted in photoshop since BGs are the only thing I can kind of make 3D looking without a prior 3D model. Would you have any tips on how I could improve the environment? Is it too muddy or should I try to get a bit more contrast with the characters?

    emoticon: Thank you! The only drawback to this graphic style is that it takes up a lot of memory. True 3D would give the game an overall smaller size, which I haven't fully mastered yet. I had to cut out a lot of 2D frames to try to keep the app size down.Oh yeah, I turned up the Z position for testing, but I'll bring it a bit back down in the next version. As for the images, I have links below to galleries.

    dreikelvin: Thank you for trying it out! I'll put the control scheme on the main menu or as an option in the menu on my next update. The keys are WASD for movement, and directions for actions.

    Links to galleries related to the game series:

    3D with some 2D illustrations:

    http://imgur.com/a/BvZxp

    Sketched concept art:

    http://imgur.com/a/LaNh7

    Just 2D concepts:

    http://imgur.com/a/CGo5r

  • Hi, I'm developing a game called Knighty Night. It's the first in a a series of games called "Theefenders", with the 5th game having multiple characters. For now, this first game is a standalone of the Knight character, Gofrid. Here is a link to an html5 demo of the game, if using keyboard, for movement, use WASD keys, and the left arrow for normal attack, down for jump, and right for charged attack.

    http://theefenders.fulgryph.xyz/game/index.html

    I'm still adding stuff every other day, just recently I gave him a "dash" technique. While walking, press "Jump", and he will do a dash, you can dash/glide in the air too. I gotta add a scoring system as well.

    Stuff I want to add: A transparent slash effect to his attacks, an extra lunging attack/stronger second attack for the roaches and more.

    Here is a pic of some of the characters I illustrated.

    I did the art of the game itself by making 3D models in blender, then converting them to 2D pngs to use in "sprite" animations.

    Anyways, some feedback on the game, whether it's the graphics or gameplay, is welcome.

    I have other characters that would fit this game style well, but for now, I'm gonna keep this first game short and just to a single character:

  • After wrapping it in cocoonio as an android apk, multi-touch works, but if I play it on mobile phone from a browser, it doesn't quite work, the character just stops if I press two buttons at the same time. Or is it the "Scale Letterbox" setting? In android, it is fullscreen with no letterboxing. So I'm wondering if it's just that.

    Is there any do's and don'ts with touchscreen buttons? I've been out of the game dev loop, buttons in my last game worked fine. But I never really found out if there is a minimum size to touch buttons.

    I would post links to the game, but I don't want my thread to be deleted. My thread that I updated with links in another category got removed. (Unless I somehow accidentally deleted it, since my keyboard has been acting up lately).

  • I managed to make a workflow turning 3D models I've made into 2D sprites.

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  • I published half a year ago to Tizen using a different game engine. They sent me video of my game being unresponsive to any touch input on their Tizen device. (Nice of them). I'm wondering if Construct 2 will have the same problem or if it's up to date and has at least all the basic functions for a game working?

  • I finally got around to using it extensively, yes, it has a lot of AWESOME features like the bones and joints, really enjoyed using that.

    I don't know if its my wacom tablet or the program running on windows 7, but I gotta click extra hard to pick up anything. I heard it works better on Linux. Guess I have reason to use a virtual box for game development.

  • Thanks for the info on spriter. I'm sold on this and bought it like last week.

  • Ah, just as I thought. I thought it was going to be something like C2 doesn't allow it somehow or someway. Thanks for the explanation, Aphrodite.

  • I see on some forums people saying that they don't know how to implement a sponsors API because they are using Construct 2.

    But, isn't it possible to do so using the plugin feature? I still haven't fully explored Construct 2 myself as I was really busy until now, which I can begin again today. But I am wondering why I see a lot of people having problems with API implementation, from what I hear, it should be possible? Am I wrong?

  • Thanks for all the info, guys. I'm gonna start using it today finally.

  • What kind of stuff can Spriter do that other art programs cannot? If you have Photoshop or Flash, would getting Spriter be redundant or is there some feature it has that you couldn't do in the mentioned programs?

    Sorry for the questions and thank you.

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Fradno

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