gaboduarte's Forum Posts

  • Not long at all, go for it!

  • I reported this I while ago... Don't know what came of it, but it's very annoying :-(

    Link to topic

  • Great ideas!

    I totally support number 7!

    (maybe somebody could use the famous robert penner's easing equations and come up with a nice "Move To" behavior?)

  • It's been discussed on other topics:

    It's not that easy, developing for consoles is just one of the many challenges in game development!

    Here's

    my thoughts on the subject.

  • I also ran a quick test yesterday and noticed that, using fullscreen on "CROP", the screen would be black, while "SCALE" would scale things and show them on-screen.

    Speed was ok (i didn't have a FPS counter to measure it, but I can tell it was equal or above 30.

    A quick question:

    Is there a way for me to remove the iphone status bar? I couldn't find it anywhere!

  • You should divide your work. Beat'em Ups aren't simple are require a lot of specific and complex behaviors.

    I am considering making a beat'em Up, so I already narrowed down some of the topics I'll have to work on. I'd probably do it on this order. Here's a list:

    � Hero Movement

    � Hero and enemy collision (when punching, kicking, check if attack hits)

    � Hero and enemy health: drops when hit, plays death anim. when =0...

    � Level: scene scrolling, enemy spawning events, screen locks until they are dead, etc...

    � Common Enemy AI: When they move, attack (consider their at. range), drop their guard, retreat...

    � Special Enemy AI: Bosses, sub bosses, etc. may have different speed, size, attacks...

    � Combos and special attacks: grabbing and throwing, combo animations, etc...

    � Any other additional feature: Specials, Animal Mounts, 2 player combos...

    � Screens: Game over, Begin, Continue, Menus... The whole menu system.

    It's a lot of features for you to work on. I'll be using this roadmap if I start to work on the Beat'em Up.

  • There's been some experimentation with vectors. Pode make a plugin to use it: LINK

    But officially, it still hasn't appeared on Ashley "What should I do next?" regular topics, so I don't think we'll see it soon.

    I also agree it is a good feature! Being able to import vector graphics instead of images as frames for the sprite object is something I'd love to see!

  • IT'S PLAYING TIME!

    \o/

  • Hi folks.

    I finished the game and went straight to bed.

    Here's my entry:

    ludumdare.com/compo/ludum-dare-23

    It's a defense game with semi-automated units.

    I wanted the theme to be more funky (you were supposed to control dancing bacterias enjoying a wild party) but I started working on the art when there was 5 hours left. :P

    I'll start playing everyone's entries in the middle of the week!

  • I've decided to do something related to RPG systems of stat based combat. It's something I always wanted to work on and I kinda need on my official project. Let's see how this goes...

  • After the LD is over I'll make a topic with this template :D

  • I'm posting my project template for Construct 2.

    I was gonna do everything from scratch, but them I read the rules again, and decided to post it.

    Good stuff about it:

    • it uses comic sans in the images so you'll be tempted to change the images
    • sound effects are also crappy
    • it auto resizes the screen if you are willing to port it to mobile devices later
    • sound is already enabled (and there's a function for fade out)
    • cookies are already saving sound On/Off options

    Bad stuff:

    • You'll need the Function plugin

    -...and the spritefont plugin

    You can find the template at:

    dl.dropbox.com/u/7324985/SKELETON.rar

    There! Ready for LD23!

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  • Nice, I managed to set up a timelapse and livestream also.

    Let's hope I don't end up making a sh*tty game!

  • Hi Ashley

    I tested with the WebGL off - the lines move a bit diferent, more precise, but they're still there. The only way to remove them is to add the point sampling. Drivers are totally up to date on my pc, just installed the catalyst this morning. I don't know about the mac tho.

    However, my workaround for now was to make the tiled bg 127px wide. Since it's a gradient, and the tiling is one-dimension only, the last pixel would not impact on the visuals.

  • Hi there!

    Sorry for posting this at the C2 general section, but I wanted to get more attention. Feel free to move it to the Open Topic, mods!

    So... This weekend's the Ludum Dare #23!

    http://www.ludumdare.com/

    For those of you who doesn't know, it is a global competition where you receive a theme, and work on it for 48 hours.

    It's my first time participating (woo hoo first free weekend in a long time!) and I'm very excited about it. Anyone else going for it? I was thinking about staying connected so we can help each others out on those tricky parts. So I'll be at Scirra's chat room all weekend, and maybe we can exchange information and show our work-in-progress projects.

    You guys in?