User Tag List

Page 36 of 37 FirstFirst ... 26 34 35 36 37 LastLast
Results 351 to 360 of 363

Thread: 2d Metroidvania Platformer: Jarvis

  1. #351
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    chrilley's Avatar
    Join Date
    Jul 2006
    Posts
    944
    Mentioned
    16 Post(s)
    Tagged
    1 Thread(s)
    @Klownzilla Thanks! It has definitely taken a lot of time to get this far. A small side-project grew way beyond my original plans...

    @PBarwick Partly! The animation of water flowing down is hand-animated with a wavy pattern(5 frames that loops). I have my flame shader attached as well, adding distortion and additive blending against the background.

  2. #352
    Clickteam Clickteam
    Kisguri's Avatar
    Join Date
    Jun 2006
    Location
    Bakersfield, CA
    Posts
    3,054
    Mentioned
    32 Post(s)
    Tagged
    3 Thread(s)
    @chrilley , It's looking better and better all the time. Let us know if you want to look at Console porting. Jarvis would look great on the Switch. Send me a PM!


    Clickteam on Twitter - Clickteam on Facebook

  3. #353
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleUnicode Add-on
    mobichan's Avatar
    Join Date
    Oct 2007
    Location
    Buffalo, NY
    Posts
    3,297
    Mentioned
    27 Post(s)
    Tagged
    0 Thread(s)
    If Jarvis is ported to Switch, I'm afraid I would have to buy it.

  4. #354
    Clickteam Clickteam
    Kisguri's Avatar
    Join Date
    Jun 2006
    Location
    Bakersfield, CA
    Posts
    3,054
    Mentioned
    32 Post(s)
    Tagged
    3 Thread(s)
    Don't be afraid! Speaking of ports I pm'd you.


    Clickteam on Twitter - Clickteam on Facebook

  5. #355
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    chrilley's Avatar
    Join Date
    Jul 2006
    Posts
    944
    Mentioned
    16 Post(s)
    Tagged
    1 Thread(s)
    Sorry guys, there are too many unknown factors involved and a lack of resources/funds to make it happen anyway.

  6. #356
    Clicker Fusion 2.5 (Steam)

    Join Date
    Jul 2014
    Posts
    92
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    Hi chrilley, you game looks amazing. I was wondering for your layer of tiles I was wondering if you used multiple active objects to make your tiles? If so how do you do multiple layers because I would think that would bring your game to a crawl because you would have to have 4 times the tiles.

  7. #357
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    chrilley's Avatar
    Join Date
    Jul 2006
    Posts
    944
    Mentioned
    16 Post(s)
    Tagged
    1 Thread(s)
    @rocketappliances Thanks! I use backdrops generated on runtime by the Active Picture object for my tiles. I don't know if there is any performance difference at all compared to active objects though. From what I understand in HWA-Mode backdrops that has been created on the fly are not handled as efficiently as backdrops that was pre-placed in the Fusion Editor(It would be pretty sweet if fusion could bake a layer into a texture and keep them draw calls down, I wonder if we'll maybe have some boosts in that area in F3... ).

    I think the key is to only use as many backdrops as you really need. If you have 4 layers filled with tiles then make sure you don't have tiles at spots where they'll never be seen anyway(tiles that will always be behind another layer's tiles or tiles that will never be in camera view). Though I wouldn't say that I have 4 times the tiles just because I allow 4 layers. Most of the time I really just use 2 layers: foreground(where player is at) and background(for walls and details behind the characters) then make use of a larger background texture to fill that the empty void in the scenery... For me the multiple layers real usefulness is just that sometimes I need stuff placed above or below certain spots.

    It also depends on how large your rooms are of course, for instance I never go above 1024x1024 pixels per room.

  8. #358
    Clicker Fusion 2.5 (Steam)

    Join Date
    Jul 2014
    Posts
    92
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    I tried that before and it seemed to be even slower than just using active objects... Maybe I need to test it out again.

  9. #359
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCHTML5 Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    chrilley's Avatar
    Join Date
    Jul 2006
    Posts
    944
    Mentioned
    16 Post(s)
    Tagged
    1 Thread(s)
    @rocketappliances : Ah I see, I hope you get it sorted! Also remember there is a ton of factors that play into performance, not just how many object/backdrops that you have.


    Small update: Boss Gates


    Upholding the ancient tradition of warning the player that there will be a boss behind this point, so go save your progress if you haven't already!

  10. #360
    Clicker Fusion 2.5 (Steam)Android Export Module (Steam)

    Join Date
    Feb 2014
    Posts
    40
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    My most anticipated Fusion game!
    I adore the pixelart and how fluid and dynamic the combat looks like. I can see that lots of love and effort were put into this.
    Do you have any planned release date?

Page 36 of 37 FirstFirst ... 26 34 35 36 37 LastLast

Similar Threads

  1. Metroidvania/ HUB Level Design Possibility?
    By Kid_Roleplay in forum Fusion 2.5
    Replies: 12
    Last Post: 11th March 2018, 05:10 AM
  2. Golden Hour - a hi-res pixel art Metroidvania... with explosions!
    By kirkmet in forum Desktop Releases (PC & Mac)
    Replies: 14
    Last Post: 26th December 2014, 07:31 PM
  3. Stockholm - A Metroidvania made in Clickteam Fusion
    By sgtpieman in forum WIP & Released Games & Apps
    Replies: 12
    Last Post: 8th November 2014, 09:27 PM
  4. [Paid] Experienced MMF coder for Heart Forth Alicia (Metroidvania)
    By Alonso in forum Paid Design & Development Requests
    Replies: 22
    Last Post: 30th April 2014, 02:16 AM
  5. Picklevania (single-screen metroidvania with lighting effects)
    By UltimateWalrus in forum WIP & Released Games & Apps
    Replies: 3
    Last Post: 5th November 2013, 01:25 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •