Colonel Justice's Recent Forum Activity

  • Okay, thanks.

    It appears that I�m using the same GPU on my dev machine, so once again only that matters, system memory and CPU speed aside ;)

    Had troubles on machines with older cards / laptops with integrated graphic chips, this might need some tweaking. General stereotype might be "why the heck does this 2D thing run so slow? might be as well a game from 1999!" <img src="smileys/smiley2.gif" border="0" align="middle" />

    A right, for closing ALT & F4 does the trick right now. Still integrating the ingame menu.

    Cheers!

  • Hey tulamide,

    thanks for the feedback! It?s always good to receive constructive comments like yours that help improving the game.

    Would you mind in posting your machine?s specs for the record? PM is also ok.

    About the controls: Yeah, I guess they need some tweaking or at least a quiet place to try them out, I heard this already a couple of times that players try to translate the classic first person shooter controls with WASD. Maybe I will address this issue with an option to switch the movement keys' behavior.

    Mobs/you getting stuck in the wall: Yeah, that?s the physics object needed to be pushed out at it?s normal.

    Esc resulting in a black screen may have to do with the MagiCam. Right now the loading screen is a seperate layout, I guess I will use one sole layout for the whole ingame state machine.

    Might work on the tileset looks to distinguish floors from walls.

    Design-wise you were absolutely right, I?m trying to recreate some of that claustrophobic feeling you could experience in Diablo 1, combine some RPG gameplay elements with fast paced action.

    Let?s see how it turns out, I came a long way from MMF2 to Construct Classic, and I will be sticking to it until it?s done.

    Cheers! :)

  • Thanks! :D

    Did you give it a spin?

    How was the performance if so?

  • Ah, and enemies are placed randomly. So you might get hurt alot in the first place ;)

  • Decided to up an early beta.

    There?s lots of stuff going on, and lots of stuff still missing.

    Proof before you download:

    [TUBE]quUjYcXSHyg[/TUBE]

    Grab it here and enjoy!

    Controls:

    WASD to move around, mouse to aim.

    Left click to shoot

    Right click alternate fire, if applicable.

    Space opens doors / activates stuff.

    While wielding the dual 1911: Hold right click and move mouse to adjust Beggar`s arm position.

    Hitting Q fires the Carpathian Dragons (Blood Rayne aye!), a cutting laser beam.

    Right click on the Hunting rifle fires both barrels simultaneously.

    Mouse wheel changes the weapons (yeah, missing direct change through keyboard)

    Escape reloads the level.

    Feedback highly appreciated!

    Cheers,

    The Colonel

  • Thanks! Particle effects including the blood splatters are made of pre-rendered sprites.

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  • [TUBE]quUjYcXSHyg[/TUBE]

    Recent progress.

  • What exactly do you mean?

    Something like

    Always -> Set PlayerSprite angle to angle (PlayerSprite.X , PlayerSprite.Y, MouseX, MouseY)

    ?

    Cheers,

    The Colonel

  • What basically would help is an expression to return collision polygon coordinates. With that and some vector math, it should principally be possible to code the shadow projection without the need of a shader.

    Oh wait! I just saw that there?s a polygon plugin. Code away!

  • You can have positioned sounds which means left/right channel separation with the XAudio object.

    3D sounds is for 3D games, and we are talking about a 2D game creation tool with somewhat proprietary support of Z-layering.

  • Still kickin? on Construct Classic. Let?s cross fingers it all will turn out well.

    Check out the site and spread the word!

    Cheers,

    the Colonel

  • The Beggarman doing his thing.

    [Tube]http://www.youtube.com/watch?v=Ji3zUk4xTTM[/Tube]

Colonel Justice's avatar

Colonel Justice

Member since 16 Mar, 2011

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