fremachuca's Recent Forum Activity

  • Scirra Arcade updated with version 0.2

    • balance tweaks
    • UI tweaks
    • controller type selection
    • map screen
    • 3 levels
    • basic story introduction
    • dialogue system
  • Thanks for this plugin YellowAfterlife

  • 2ws (2 weeks shooter)

    added Oct 12

    http://www.kongregate.com/games/oophok/2ws

  • Hello everyone!

    I'm an indie developer that has been working solo on Zone of Lacryma for the last year.

    The game is inspired by the shmup genre, but has several different mechanics that make it a bit different than your usual bullet hell.

    Througout the story mode you get points that you use to ugrade your ship, customizing it to the way you prefer to play.

    Also, because of it's movement mechanics (you can go slower or faster than the default scroll speed) it's possible to do speedruns.

    The game is in closed beta right now. It has 7 levels with 2 boss fights.

    If you are interested in being part of the closed beta, let me know and I'll send you a steam key <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    http://store.steampowered.com/app/496540

    http://www.oophok.com

    ================================================ OLD POSTS ================================================

    Hey there everyone!

    Zone of Lacryma (project 2ws) is on steam greenlight! Help with your yes vote <3

    http://steamcommunity.com/sharedfiles/f ... =603662361

    Try the demo on Scirra Arcade here:

    https://www.scirra.com/arcade/shooting- ... cryma-7216

    version history

      0.5.0 - apr 29 greenlight - jan 19 0.2.0 - oct 20 0.1.0 - oct 12

    And some screens from the game for your pleasure:

    *original post*

    I decided to take a break from my main game project, and work on something completely different that could be "completed" in about 2 weeks.

    The main core of the game is already there, but im still looking for feedback.

    [quote:i2twf3nw]After all the feedback I got, I decided to turn this into something a bit more polished... maybe even a full game. I would still want to keep this "simple" enough to finish in under 2 months. After all, I still have another project to go back to! hahahaha. So please, if you have any feedback, send them in!!

    OLD SCREENS

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  • any news on this? im also having problems with audio sync.

  • Hey there everyone.

    I have a loading screen layout that takes about 5 seconds to complete. After that it loads the second layout which is a menu. In this menu if you press up or down there is a "play" event with a small menu sound.

    The thing is, with or without preload sound on, every time I get to the menu I only get sound after 2-3 seconds after the first "play" event. After that, all sounds play correctly. Even putting a "preload" event on the loading screen doesnt help.

    I managed to get it "working" by putting a "play" event on the loading screen. The sound doesnt actually play there but when it gets to the menu layout (5 seconds later), sounds work instantly.

    So in the end it seems like all "preload" events/features are broken? And that sounds in construct 2 only load after the first "play" event happens?

    Ideas?

    *Construct 212.2 preview on "Chrome 45.0.2454.101 m" and latest NW.js

  • Ran your test on safari and got jank every 5-10 seconds with fps at 60.

    Tested on a macbook pro 2011

  • hey Magistross !

    tried out the latest version and its looking real nice!

    love the ability to now have all my dialogue organized in a google drive spreadsheet.

    also the {actions} and fork are great to have! opened up the possibilities a lot!

  • ah magistross!! this is just beautifull!

    I managed to get a loop running to check all tiles, but it was just sooo slow!

    your result is amazing! ill study it here to understand what you did!

  • i managed to have 1 tile work!

    basically im looking at the position of tile (3,3) and then setting it to a white or black tile depending if LOS can see it or not.

    BUT i have no idea how I would make the event looks at all tiles.

    also, my layout is pretty big, at 600 tiles wide by 340 tiles tall. so i guess i would need an expression that only looks at tiles that are close enough to the player, or inside the camera/screen area?

    also right now i have it be on/off as in sees/doesnt see. how could i measure the distance of each tile to the player? so i could actualy make the light be stronger/weaker with a gradient instead of just on/off

  • my first idea was actually to use a tilemap. but i have no idea how to access the individual tiles like you said!

  • bump

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fremachuca

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