Colludium's Forum Posts

  • OK, it's going to be too difficult for me to decide who should receive one of the few keys I am making available. So, instead of picking out the 'winners' I have decided to publish the keys here instead - in an open lottery. Please take one of the keys below and give it a try, if it's not been activated already then you're in luck! I will delete this post in a week so that it won't serve as a monument to future disappointment.

    -deleted-

  • Hey buddy, hope it's going well for you. If you get feedback from players, it's a good sign because they took their time and write on the forum for you to see their opinions.

    Thanks Progress is slow but steady . What has struck so far is how few people seem to play the game after buying it (the achievements stats show that only about 1/2 of the owners have finished the first (very easy) puzzle)...

  • As this game is no longer in development, please post any more comments on the thread in the completed games forum here. Thanks for all of your help, advice and interest in this game - I really appreciate the community support here, and you all helped me keep this going!

  • Thanks OddConfection! I suddenly have a lot of free time... Things are off to a slow start on Steam, which is not a surprise given my lack of marketing before release...

    Anyway, I would like to take the opportunity to earn any feedback and/or advice on how the game plays: to find out which aspects of the game design went well and which parts 'need more work' as my teachers used to say.

    To make this happen, I have a few Steam Keys to give away for Umbra - if you're interested in one then please drop me a PM - I will a key to each of the first few respondents. There are no ties for me giving these out - I only ask that you PM me back if you have the time so I can learn from my mistakes!

    Thanks!

  • I spent the last few weeks trying to iron out an apparently never-ending supply of bugs, while also trying to improve the graphics (the backgrounds). The game has 7 levels of increasing difficulty - Warning: the respawn interval used in the last couple of levels could cause you to damage your keyboard!! Here are a couple of screen-shots to give you an idea of the final game (the Steam link above has a video showing some of the game-play):

  • Special thanks to for all of his help and perseverance!

  • Dear community, may I humbly present the results of a year of tinkering with c2 in my spare time. I hope you check it out; there's also a demo available if you're interested in how it plays. Time for a cup of tea and, perhaps, some sleep....!

    Umbra: Shadow of Death on Steam.

  • Here you go! A year of work resulting in some extra greyness to my hair, sleepless nights and the whole experience has left me with a profound desire to do it all again!

    Umbra: Shadow of Death on Steam

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads

    Ashley's plugin depends on Greenheartgames' plugin development on github - the c2 greenworks plugin is a derivative of the Greenheartgames work.

  • R0J0hound, hats off to you for creating this plugin. I took a look through the code and, to be honest, it is - pun intended - a monster! I did some testing and have some random questions as a result:

    1. Is this plugin derived from the github js library and do you know which Creature export option should be followed? (Not that I can export from the demo version, I'm just interested)

    2. I'm guessing that the animation name on load could be changed by modifying the runtime.js function at line 213 - but how would one go about changing the animation to something else mid-play, change animation play speed etc?

    3. A follow on from question 2 - do you think it could be possible to change animations by blending the bones / mesh positions from the animation current position to the next animation (is this supported by the CreatureMeshBone.js , I guess is my question, or would that transition have to be written from scratch)?

    4. I see that opacity is not supported, which is not a surprise as it's a webgl draw, but if I spawn an object with fade behavior over a creature object then the creature object inherits the fade (even though fade does not work on the creature object as its own behavior). Here's an example of what I mean.

    As far as I can tell the plugin performs really well. The only limitation is a pronounced jank as the plugin loads the json data, but that could easily be worked around.

  • Thank you for this - an awesome addition!

  • R0J0hound, I am very impressed and hugely grateful! I will do some digging and see if I can generate some more stuff to help further development. Thank you again for this - I am forever in your debt!

    Ed

  • , that's excellent news. Quick question - which greenworks plugin are you using and have you encountered any compatibility problems with the new nw engine? Thanks.

  • Just watch the video here: video on youtube. The inertia and kinematic effects are created automatically by the bone motors - something like this would be impossible in some other softwares I could mention.

  • JPatchZ - I haven't bought Creature yet - that will only happen if I can find a way of integrating it into c2 (or I move to Unity). The example videos that are available show it to be incredibly powerful - far more so than Spriter is at present. There are over a dozen different types of bone motors - so you can create really eye-pleasing effects with minimal effort. Effectively doing similar things in Spriter is almost impossible and very time-consuming.

    Creature already has a bunch of open-source javascript runtimes... If only....