Blight - Out Now!

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  • Wow! Cool! It is necessary to download!

  • Hi, I've played it on a laptop and pity it's slow, it looks good. I'd guess <30fps, Intel Core2Duo 2Ghz, GeForce 9300M GS 256MB, 3Gb RAM. I'll have to wait for the lowres version.

    When I run right or left and than press the arrow in opposite direction, there is a frame where the character stands still, than the animation runs correctly. It's just a split second. Maybe, after running is finnished there could be a slight delay before he returns into the still pose.

    In the level 2-2, I couldn't get to the end, there are two points where I couldn't jump on. First is after the start, go right, than up and than there are small platforms. I can jump first one but not second. And the second point is from first point to the far left, after clouds, can't get any higher. It looks like I'm missing just few pixels to get there. What I'm dooing wrong?

    I found a bug in the menu. In the game, when I press Esc, to get to the menu, then select Exit, I'll get back to the game, than press Esc again and in the menu select Options, the game crashes and I got runtime error.

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  • Hi, I've played it on a laptop and pity it's slow, it looks good. I'd guess <30fps, Intel Core2Duo 2Ghz, GeForce 9300M GS 256MB, 3Gb RAM. I'll have to wait for the lowres version. ran into the same speed issues which unfortunately made the whole thing quite unplayable (jump delay being the most unfortunate). I'm also using a laptop, AMD thingamajiggy 2.3ghz, ATI Radeon 3200 1918MB, 4gb RAM. I'm guessing the blur-depth effects are the cause.

  • -Thank you Woltermag!

    Noga: That's strange. I would assume the jump variances are linked with the performance issues. But you have better specs than I do, save for maybe the mobile version of your video not being ass efficient? It's possible you may be on a powersaver mode, too. Either way, I'll see what I can work out. And the menu is barely even there--it will crash for a while longer until I get in an make it all.

    : Again, you have better specs than me, but a laptop is in common between the two of you. I'll see if the blurring really makes that huge of a difference for performance (the plan was to have it disableable in the menu anyways).

  • Maybe it's an idea to instead blur the sprites in your editing program instead. It will then up the memory usage, but decrease the calculations (blur seems quite expensive, especially with bigger sprites).

    I'm not sure which would have a bigger impact on performance... It's at least something worth trying :)

  • Yeah, the memory hit is what I was avoiding. But I'll definitely try it out. It may just be the option to turn it on or off... if someone's computer can't run the blur well, it wouldn't take kindly to the memory hit either. And the effect is nice, but isn't gameplay-necessary.

  • For me it runs best at the start of 2-1, where are only tree tops and sky. There is another issue, when I press left alt, it puts light blue color over the screen which covers everything except numbers.

  • Blurring via a pixel shader is very gpu intensive. Definitely pre-render the blur in an image editing program if you're not going to dynamically change how much an object is blurred.

  • Okay, so I'm working on the things people've brought up. I've also made the floating enemies have proper responses to the shield, the move now, and have fire particles... that took some time to figure out what I was doing <img src="smileys/smiley17.gif" border="0" align="middle" />

    I've also make a hud/gui finally! No numbers at all. In fact, no more lives. For a time, I've had a 3-heart meter like Mario 2 (vertical, I mean). And I finally convinced myself that lives and game over screens are worthless these days. So dying still puts you back to the start of the level segment you're on (again, two segments/layouts per level). I didn't want to take you back to the most recent failed jump or anything--I think that's counter to the point of platformers.

    But with no lives, the orbs are worthless, right? No, there just won't be health pickups anymore. The orbs translate into health. You have 3 hits before you die. Every 25 orbs you collect, you recover a hitpoint. If you have full health and you get 25 orbs, you get a short bit of invulnerability.

    <img src="" border="0" />

    There's the new hud! The level is still in-progress (i'll be shrinking the cage, adding details around like a cot, etc.), but the circles are the new design. The outer circle stays like that, but it glows when you get the invulnerable state. The 2nd circle in starts dim and glows more are you collect orbs. When you get your 25, it returns to dark and changes the 3rd circle in (the smallest one). This is your health meter. It's green for full health, yellow down from that, red, then black and translucent when you die. You start with full health but no orbs when you start the level or die.

  • I've tried to play the demo again on my desktop pc, which has a better video card (8800gt) and it runs perfectly, also the problem in the second level where I couldn't jump on higher platforms was performace problem. I'd never thought, that framerate could be that important, but if I bought the game and played it on the laptop, I'd get stuck in the 2nd level.

  • Well, I think I've adjusted those parts to compensate for such big hardware differences. I've also made a new trailer for people to see!

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  • That looks really nice!

  • Nice, featuring the new trailer on my channel for a while. Really liking the new FX and character skills!

  • Welp, it's been forever since I've posted an update. I did, indeed, take some time off of the project to make life work. But it is still very much under way, and here are a few screenshots showing the latest build.

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    All are originally 1280x720. I've also fixed a number of performance things so it's running pretty close to 60 fps at all times on my [old] desktop.

  • Just one more shot to add to the pile. A successful block in a tighter situation.

    <img src="" border="0">


    Also, here are some more full-size versions from the previous post:




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