digitalsoapbox's Forum Posts

  • Another quick update!

    Added some new features to Sombrero:

    + semi-random respawn points

    + shield when player respawns

    + explosions caused by ricocheting bullets can now hurt all players

    + many updates to the visuals to make the players stand out more

    This is just a quick video of me running around by myself to test out the new features (and to check if I squashed some bugs). There's still something wonky with sound panning & volume, but it's getting there!

    Check it out:

    [TUBE=hraalbE82IY][/TUBE]

    *EDIT: Hmm, are video embeds no longer working?

    Link:

  • I think I figured out the issue, it's to do with particle box size! When you apply an effect to the particle object, if you don't make the particles box size large enough then anything outside that box will be invisible/cut-off!

    <img src="http://i.imgur.com/4iafrtz.png" border="0">

    So the solution in my case is to make the box larger, but the question is, is this change intended or a bug?

    I have a .capx with the "ripple effect" instead of the one I was using because it doesn't not come with the progam but gives the same result anyway.

    .capx download

    Seconded, having the same issue w/ particles. Rolled back to the previous beta and it's fine again. I initially thought it was WebGL too, but it looks like an odd particle thing.

  • The two main image types are Raster & Vector. Raster is the same as saying Bitmap graphics - that is, any image not made from vector-based data: Illustrator, Flash vector art, maybe .RIP graphics for you other old-timers/etc.

    An image made from a render of a 3D model would in fact be a raster graphic - so technically, you're not wrong, it just has a wider meaning :).

  • ThunderLion

    Nope

    Wouldn't pixel art BE raster graphics?

  • russpuppy I haven't had any issues with performance and 4 players. I don't think that gamepads are really sending all that much data, so dealing with multi-player input shouldn't really affect game performance at all.

  • russpuppy Will do! And if you have any 4-player game-related questions, I'll do my best to answer 'em.

    More couch-based co-op games is definitely a good thing; as someone who never really went very heavily into online multiplayer (I'm old-school; my first consoles were Hockey Pong and an Atari VCS), it's great to have more excuses to get folks together for some serious in-person smack-talking.

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  • If you're in the NYC area, I'll be doing a live demo of Sombrero at the NYC Games Forum presentation Meetup on February 25th at Microsoft's new swanky NY digs. There will also be six other games being presented, and each will have a Q&A session after. So if you've been wondering how I did X in Construct2, that'll be the time to ask!

    More info here:

    meetup.com/gaming/events/162678782

    For those who aren't in the NYC area or just can't make it, someone will also be filming the Sombrero presentation, and I'll post that video online w/ links to it here.

    Yay! Game dev is fun.

  • What are you using for camera movement (not magicam is it?)

    Also just curious, what gamepad did you have the players play on (xbox 360?)

    It is indeed MagiCam. It's very versatile.

    The gamepads used during playtest were generic XB360-compatible Rock Candy gamepads I found on sale that I could match up to the player colors in-game, which I just thought would make things easier in a live setting. They required a simple driver installation hack, but after that they're working exactly the same as a real XB360 gamepad does.

    I've also tested w/ official XB360 gamepads and a few Bluetooth gamepads using x360ce, including Ouya, Gamestick, and PS3 controllers. My personal preference is towards the layout on the XB360 gamepads, but the Gamestick was a close second, and despite what I've read online about their comfort level it fits my hands perfectly. Basically, I'm testing with everything I can get my hands on, and I have hopes I can get things running on Ouya/Gamestick smoothly (not so far though).

    On a semi-related note, here's the not-quite-finished instructions screen for Sombrero, pretty clearly showing my gamepad of choice:

    <img src="http://pixelmetal.com/images/sombrero/instructions.jpg" border="0" />

  • Ah, what the heck, here's the updated player animations for Sombrero Alpha 2!

    [TUBE]7Qe0840zrNk[/TUBE]

  • Sorry folks, been busy w/ real-life stuff and working on Sombrero - didn't realize this was being commented on! More updates on the game front soon.

    MrValtor

    I did put in an application w/ Nintendo to become a licensed Wii U developer, but I've yet to hear anything back from them past the initial auto-reply to confirm submission...they don't seem interested in moving very quickly. If they ever get off their butts and provide approval, I'll definitely give it a whirl, they're pretty easy to find used these days.

    Either way it'll support multiple players on Windows/OSX/Linux/whatever else I can get it onto. XBO/PS4 would be pretty rad, but I've not looked very deeply into the likelihood of that w/ C2.

    russpuppy

    I think it's the WebGL "Warp" effect if I remember correctly - don't have it in front of me right now but that sounds right. I've dropped it on the layer those tiles are on, not the tiles themselves.

    Everyone else, thanks for the kind words. Updates soon!

  • Is it just me or the scml file I dragged into C2 is doesn't appear when RUN layout?

    I made a few animations in Spriter, selected both custom save options and applied, but when I drag in the scml file in C2 (with the plug-in installed), the animations just doesn't appear on RUN layout but appears on the editor layout only. What did I missed??

    Create a new event sheet & layout to drag the Spriter files onto, and put an include in the game layout's event sheet.

  • Based on feedback from playtesting, I've revised the playtest level a bit. Some of the oranges and yellows of the stage were giving the players with orange and yellow shirts a bit of an advantage (whoops!), so I've desatured the state tile colors and shifted them a bit away from yellow/orange.

    Below is an animated .gif of the evolution of the sage from one of its early incarnations, the stage as it was playtested, and the updated stage, which (after a few more gameplay tweaks and bug fixes elsewhere) will be ready for another playtesting round soon.

    <img src="https://dl.dropboxusercontent.com/u/14245368/Sombrero/hideaway_evolution_01.gif" border="0" />

    If for some reason the image doesn't animate for you, here's a direct link: db.tt/mKJ1AZg5

    Questions/comments welcome!

  • spongehammer

    Thanks!

    There's a new article on Indiestatik mentioning Sombrero here:

    indiestatik.com/2014/01/16/playtest-2

  • Reminds me a lot of TowerFall.

    Looks awesome!

    Is this going to XBLA?

    Thanks!

    I haven't tried Towerfall yet - I should play my Ouya more. The video I've seen shows it to be a bit slower-paced than Sombrero, but the basic idea seems similar.

    Does Construct 2 run on an XBox360/One? I haven't really looked into that, I've just been concentrating on getting it working on Mac/PC/Linux so far. I know PS4 supposedly supports HTML5-based stuff, but haven't looked into that either. If anyone has an opinion/experience messing with that I'd be curious to hear it.

    Chances are I'd look at the Android-based consoles first though. They seem to provide an easier pathway to release, even if I've got to trim a few bells & whistles to get the game running smoothly on them.