guimaraf's Recent Forum Activity

  • The pixel art is very beautiful, lacking even a dinosaur animation, as well as reducing its size by 20% or 30%, in addition to reducing the height of the jump.

  • Set the acceleration and deceleration to 1500.

    Keep the current max speed and other parameters of the platform as the drive will get better.

  • > New Special

    >

    >

    I guess it should have some kind of flash before the beam

    Light effects will be placed on the special laser along with blinking screen.

    Thanks for the note.

  • New Special

  • Nice job. I love this HUD <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Thanks

    Perfect. Only problem I can see is the title screen and buttons look bland.

    Otherwise, excited to play the game.

    Soon we will publish an alpha without itch.io.

    > Project developed in Jam of the site https://tgmbrasil.com.br

    >

    > It was very interesting, I liked the final result and I will continue updating the project.

    > I made a partnership with dev Guilherme Vargas

    >

    > how did you get the bluestuff pinned to the hero when he moves it glides with him

    >

    To create this effect, we created an animation of the propeller, which when finished destroyed.

    > Wow! Impressive purple colors. That's awesome, really! 👌🏼

    >

    > Just one thing, if I may... Title screen, I mean its logo, could be better.

    > I'm not that fan of the orange. It looks so "simple" in comparison of the rest of graphics.

    >

    As the game was done inside a Jam, we ended up not prioritizing the menu screen, lack of time even.

    It will be changed in the course of the project.

  • As routes are good, but is not registering the record, which is quite possible to implement.

    Missing the end of the routes, put an option to return to the menu.

  • Put a button to start fast, stay waiting for 5 every time to start playing gets annoying.

  • Project developed in Jam of the site https://tgmbrasil.com.br

    It was very interesting, I liked the final result and I will continue updating the project.

    I made a partnership with dev gillenew

    New Special

  • New parry mechanic.

    It works by setting a collider next to the character when tapping left or right. If it touches a projectile, the projectile is destroyed.

    This sets timescale to 0.1, then each frame dt*5 is added to timescale until it reaches 0.9 which sets it to 1.

    At the start a new vector is given to the character to push away from the projectile. While this happens, default controls are disabled and a new group activates with controls and platform physics specific to the 1 second of time that the parry move takes.

    The parry shield effect frame is changed manually by set frame to shield.frame + 1 to advance it independently of timescale, based on drawn frames instead.

    Fantastic

  • Working shake camera with Magicam

  • Running on VMware Fusion on a MacBook Pro. Notice the drop in FPS and high CPU usage.

    Still waiting on C3 to finally arrive so that I can actually work on this without having to use a VM...

    VMware Fusion?

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  • New prototype

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guimaraf

Member since 21 Feb, 2015

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