SgtConti's Recent Forum Activity

  • Thanks for sharing - very impressive, as usual!

    What are your thoughts on handling potential game loop calculations (Economy, tech-scaling, units etc.)?

  • Very impressive work! How is the performance so far?

  • The flash game was made by Sean Cooper and I am in no way affiliated with him. I do take a lot of inspiration from it (As from Limbo) regarding art style and base premise - though with an attempt to give it an own spin and replayability with the destructible terrain, procedural background / maps, as well as multiplayer functionality.

  • Quick update: A lot has changed and the game is almost where it needs to be in regards to features and post-processing effects. There are still some assets missing, a lot of bugs to be squashed - but hopefully a release is not too far away.

  • Thank you for the kind words Liberador.

    A quick update on the project, as work on it is humming along quite nicely:

    The basic systems have been further refined as well as balanced and there have been quite a few graphical additions in the past 9 months. The UI has undergone a slight overhaul to adjust for the possibility of a mobile release, but it still requires final touches and lots of testing on other devices. To that effort, it also required quite some work to implement "outer scaling", in order to provide flexibility for ultrawide devices and other resolutions on especially mobile devices. For the most part, this meant considerably extending the potentially visible area to the sides.

    Most importantly though, the map which is rendered as a tile-map to enable its partial destruction over time, is also working without tanking performance anymore - that process provided quite a few headaches. Much of it is to say that from this point on, most of the focus will be to add final graphics, ensure there is enough content (E.g. available maps, commanders) and squash as many bugs as possible.

    More details will be shared on the project as it progresses. It might be possible to complete the project within the given year - although it still requires a lot of work before then.

  • The DEMO is now available on Steam!

    The origin

    Back in 2014, I released the little Construct 2 game called Shadows of War pitching the shadows of a NATO army against Russian forces in a simple sidescroller strategy game. While it was plagued by a number of bad design choices and development techniques from the start, it still saw at least some sales and inclusions in several bundles, pushing it past the 50,000 owners mark and a peak player base of 264 on Steam. Most of the reviews are negative, and rightfully so —it was never perfect, but constant improvements are part of the fun while developing things.

    Working with Construct 3

    Since then a lot has happened; much of the fiction turned reality, and Construct 3 has now been around for some time - which meant time to test the new features and work on a remake / successor to the original game. 

    Development has been off and on for some years (mostly off), but this year seems to be when it finally begins to take shape, with most of the basic systems working.

    The new engine proves to pack some punch, and with past errors in mind, the process has been quite fun so far.

    A lot of the basic systems and functionality are implemented, for example:

    • Unit movement / actions
    • Support & Commander system with a total of 18 abilities
    • Multiplayer (Syncing, chat, automatch, etc.)
    • Procedural background generation
    • Options & language localization (Missing accesibility features)

    Though currently it is more of a pre-alpha, with most if not all of the proper graphics missing, balancing outstanding and bug hunting on the to-do.

    Preview

    Here is a quick screenshot of the current progress, and some of the new features really shine through: 

    While most mechanics do work, there is still a lot of work left...

    I will treat this topic as a sort of blog post for the development process, but if you have any questions, please do ask.

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    Ashley Any update about Greenworks now that 0.13 is near release?

    • Post link icon

    Ashley - if you could look into Greenworks 0.5.0 which released a few days ago and added some more functionality that would be great.

    Also it seems to have resolved the issues with 0.12.1 - so it should be working now as intended with newer nw.js versions.

    https://github.com/greenheartgames/gree ... tag/v0.5.0

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    Ashley any update on the matter?

  • I know, but if you have multiple instances, and you need to pick one specific having that specific velocity, that could be a problem.

    At least I dont know how to do it.

    //Edit: I found the system condition to compare the values while picking an instance. The manual is alway helpful, even after 500+ hours of Construct 2 use

  • This plugin is quite amazing and so far it has delivered a far better experience for my game than Box2D has done.

    1 thing that I think could be implemented though is:

    Condition: Compary Velocity

    Condition: Compare Velocity X

    Condition: Compare Velocity Y

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    • Post link icon

    Ashley are we going to seen an updated 0.4.1 c2addon anytime soon?

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SgtConti

Member since 20 Apr, 2013

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