Prominent's Recent Forum Activity

  • Yes, I want this too. It's always annoying if I'm somewhere in the events and can't see where things were changed when undoing/redoing. More information given when undoing/redoing would be very helpful.

  • Use the browser object to execute some javascript:

    "document.getElementById('c2nwOpenFileDialog').setAttribute('nwworkingdir', 'your path goes here');"

    That will set the open file path.

    Make sure it is before you call to open the file dialog.

    note: you may want to use the application path or user path provided by the nw.js object expression, to ensure it is correct across all platforms (mac,windows,linux).. since the path will be different for each I think.

    edit: I think the app/user path from nw.js object only work when project is exported.

  • Thanks ShinobiSlash

    I've been working on figuring out a suitable control scheme. Controls can be customized, but the default needs to feel right. I've wanted to keep it limited to two buttons in addition to the direction keys.

    In designing the control scheme, I've been thinking about the relationships between fingers and the dexterity and endurance each have. How a person might resort to using one over another in most cases, and designating that finger for either the primary or secondary key.

    With various mechanics involved, and having to do more than one thing at once, there is a coordination involved- the mind sends instructions, and if the control scheme isn't good, the signals might cross and fingers press wrong keys, etc.

    So I've been working on splitting things appropriately to prevent this from happening.

    At the moment, I have the index finger controlling the attacking. The middle finger controlling the grappling, and then the other hand controlling movement/jumping/boosting.

    I'll continue to gauge the controls to see if this is a good scheme. I know that controls can be sometimes difficult to teach to new players, so I'm keeping that in mind.

  • Kitty Kitty Boing Boing has been Greenlit !!

    Thanks for the support. I hope to have the game available on steam soon

  • oops.. didn't see it was classic. I usually just browse new post section, which lumps all the posts together. disregard my message above.

  • Check if you have any global layers that also have global objects on them. If you have global objects on global layers, they'll get multiplied and you'll end up with extra objects, and maybe that is causing things to slow down.

  • Working on background art- figuring out the visual style I want to have.

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  • I have been working more on ways of displaying the HUD.

    https://twitter.com/HandsofSight/status ... 0763621377

    This shows how the energy now is displayed around the player, so that players don't have to look away from the center of the screen. I tried to keep it subtle enough to not be too distracting, while allowing the information to be easily seen. The center radius is the energy left, and the outer radius is the recharge. When fully recharged, the energy is refilled and the indicator fades away.

  • I've been working on some promo art for the game. Eventually it will be fully colored and have a background too.

  • I was implementing hud stuff the other day, and it just didn't feel right, so I made the visor flash when you have 3 hits left, and color also changes to yellow as you lose health(but i need to tweak it a little so that it changes sooner).

    I used R0J0hound's canvas plugin on the little bit of the player sprite whenever the frame changes.

    You can see a gif of it here: https://twitter.com/HandsofSight/status ... 9745075200

    Also been exploring other ways to show the player's energy (that white ball thing)

    trying to think of a way to tie it into the character more without it being too distracting.

  • okay, no problem.

    btw, I noticed canvas will render blurred if x,y aren't whole numbers- so projects with pixel rounding enabled, you have to round the canvas position if you don't want it blurry.

  • In your project settings, set Preview effects to No.

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Prominent

Member since 28 Apr, 2012

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