tunepunk's Forum Posts

  • Didn't find any similar thread so reaching out.

    Any C2 developers using Social Media?

    Would be fun to follow and help promote fellow C2 devs on twitter/facebook etc. so please share your pages.

    Mine is tunepunk on twitter. No official facebook page created yet, but coming...

  • One thing i noticed in my game was that optimising the event sheet gave me a lot of FPS boost. Here are some of the things i did that had most impact.

    * If you have a lot of events, place them in groups and enable/disable the groups only when needed. The less events running at the same time the better.

    * Using functions and "once when true" can save some CPU, as well as using "every X second" instead of having events run every tick.

    * Use Sprite fonts instead of regular text object. Can do a big difference if you have a lot of text.

    * Use the condition "Is On Screen" when possible, so the Event's won't pick stuff that is not on screen. Very useful in many cases.

    In general. Try narrow down the event object picking with conditions as much as you can, and structure the event sheet so that you can turn off and turn on groups of events when needed.

  • This looks good. This looks really good. There is a nice atmosphere in the environment. Are you planning on designing several versions of trees/plants/rocks or will you be just rotating them for visual variation?

    Oh! And isn't the fireplace for cooking a bit far away from the cabin?

    It all depends on the memory budget. The game will be for mobile and pads mainly, so If there's enough memory I'll add more variations of stuff, but keeping it simple for now.

    Ahh there fireplace not really supposed to be there. Just trying out the sprites.

  • Sunday update.

    Tried exporting all the 3D sprites in isometric angle. Time to start building the level. Getting there!

    Early Alpha Pic.

  • The graphics could seem too much simple at first glance, but it' s well done, and if you keep the game area full enough of objects, it will have a really cute overall look.

    Good work!

    Thanks. Yeah there's a lot more detail coming to it. Especially for the ground. Grass turfs, stones, pebbles, leaves flowers dirt, mushrooms and all sort of stuff. Latest image is basically just a showcase of some of the objects.

  • Love this art style, cant wait to see it in action

    Thanks I can't wait for people to try it out, to see if it actually turns out to be as fun as i hope it would be!

  • Update! Most of the level content is complete. Next step is to add all the sprites, and polish the level and collissions. I'm going to start some proper play tests in the coming weeks (Estimated end of January). If you would like to participate in the multiplayer tests send me a PM, and I will provide a link to the alpha when it's time.

    Here's some farm area props from the map.

  • I'm wondering about a similar thing. As I'm doing a Multiplayer game I would like to load character files on demand as they log in, and unload character assets as they log out. Would this be possible?

  • The palette will differ a bit on different maps with more seturated or desaturated colors. Some maps will have a more evening / daytime / nighttime, etc for different kind of mood and feeling depending on the map, so the colors you are seeing now are the base colors, that will be tweaked a bit depending on map.

  • A little update on progress. I'm trying to squeeze in a couple of hours every week doing some more props and graphics for the game. Going a bit slowly having a full-time job, and a full-time girlfriend. >_< Anyway I would say I'm halfway though creating all the assets, and expecting to be done sometime around end of december or there about, hopefully.

    Here's a small little teaser with a few of the objects.

  • are these non textured 3d models converted to 2d images? or vectors? Either way I like what I am seeing here. Good job!

    Yep they are 3D models, but are converted to 2D isometric images in the game. And yes I wanted the flat "vector" graphics feeling to it so you're quite correct on that point as well.

  • To be honest with the logo I wouldn't have know what it said if I didn't look at your username

    Hehe, yeah can be a bit hard, but it's little bit the point, to have people stare at it for a little while to get it, and maybe it makes it a bit more memorable. The straight also lines represent my love for isometric games, so I think it will do fine.

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  • Every studio needs a logo so here's what I've been working on. I'm quite satisfied with this one. Hope you like it.

  • Hmm, it is okay To me it seems a bit hmm, emotionless? I could imagine the white skull on a pirate flag. That was my first impression. But I guess that is not quite what you are going for?

    I am no graphic designer so I can't help you do this but how about having the skull replace the O in the word "Arrow" and have the arrow then pierce the whole word from left to right? Also having the rest of the text be of a different color. Some brown, beige, woodish color?

    Thanks. It's a first mockup but it's getting there. I'm gonna pimp it some more in the coming weeks.

  • Sunday prop modeling session started. Lots of things on the list that needs to be done. A couple of weeks of work ahead of me, but it's gonna be pretty & awesome hopefully.