ryanrybot's Recent Forum Activity

  • Also, if you are using the platform behavior there's the "is on floor" and "on landed" conditions.

  • I have some free alternatives for you as well, if you would like.

    For graphics, another option for you would be Paint.NET. I find it's a better program than GIMP which is just too frustrating to use, and you don't have to download a bunch of plugins to get it to do what you want.

    For sound you might want to try Audacity. It's for editing, instead of creation, but you can layer existing sounds and add effects to make completely new sounds. I've layered thunder, dog barks and explosions to make gun sounds before. It's fun.

    If you are doing 8-bit sound effects and music, nothing beats Dr.Petter's tools.

    sfxr for sound effects

    musagi for music

    Good luck!

  • If I understand what you are asking, you can change the speed of a specific frame in the image editor using the animation frame properties.

    Just double-click the sprite, click on the frame of the animation you want to change and in the properties there will be a Frame Speed you can edit.

    As far as I know, you cannot edit the frame speed using events though.

  • have you tried your game on a laptop with HD4000 Intel graphics? my guess is it would be very laggy.

    I haven't tested it with a NW.js build, but I have tested the browser version. Chrome says the game runs between 50-55 fps using the built in fps counter, and it's not unplayable by any means.

    megatronx has been around a while, and I would trust that he knows what he's talking about. Besides, I'm just doing this as a hobby so performance on old laptops isn't really something I think about.

  • Hmm... I can't say that I've ever really thought that performance would be an issue at 1920x1080. The only machines my game doesn't run on are the old laptops at work, and their GPUs don't even support webGL. I'm trying a single large layout (100,000 x 60,000px) and performance hasn't been an issue yet.

    If I ever do run into issues, I'll come up with an alternative method or cut some of the offending content, but I know everyone doesn't fly by the seat of their pants like me when it comes to game design.

  • I will definitely be checking this out when I get home from work. It looks like quite a fun game. Thanks for sharing!

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  • If you want to move one object and have the child objects follow, you can always use the Pin behavior.

  • I believe it has been stated that Construct 3 will be available at a discount for people who purchased C2.

    C2 is quite good, and I would recommend it even though C3 might be a year or two away.

  • Gigatron seems to like these sorts of challenges.

    That webgl particles demo is very impressive.

  • I agree with

    Perhaps you should try something a little less complicated, just until you are familiar with C2.

    Also, it's not that we don't want to help, but coming on the forums and asking a very generic question like "how do I make game X" is like asking us to make your game for you.

    If you are stuck on a certain mechanic we can help for sure, but you need to be putting in the effort to learn as well.

  • Gigatron, you are pretty much the best.

    Could this work alongside the three.js plugin you're developing?

  • I used to think that 10% was perfectly fine, until I started designing the entire layout for my game.

    Being able to zoom out more would be very helpful, and I'd like to add my +1 to this being implemented.

    If you were building a low res or mobile game the current zoom level would be enough, but the 10% limit feels a little cramped when building a larger pc game.

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ryanrybot

Member since 21 Jun, 2014

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