Blight - Out Now!

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Post » Mon Aug 01, 2011 7:05 pm

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.
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Post » Mon Aug 01, 2011 7:05 pm

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.
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Post » Mon Aug 01, 2011 9:31 pm

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.
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Post » Sun Aug 07, 2011 5:14 am

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

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.



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.
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Post » Mon Aug 08, 2011 12:57 pm

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.
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Post » Tue Aug 09, 2011 5:23 am

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!


Check out the new trailer here!
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Post » Tue Aug 09, 2011 5:04 pm

That looks really nice!
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Post » Sat Aug 13, 2011 1:16 am

Nice, featuring the new trailer on my channel for a while. Really liking the new FX and character skills!
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Post » Thu Mar 15, 2012 2:49 am

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.















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.
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Post » Sun Apr 15, 2012 4:15 am

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


FULL SIZE HERE

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

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