Post screenshots of what you're working on!!

Show us your works in progress and request feedback

Post » Tue Feb 21, 2017 5:19 pm

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A tiny taste of what is to come.
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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Post » Tue Feb 21, 2017 6:25 pm

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Post » Wed Feb 22, 2017 12:53 pm

Mattertainment wrote:This is a little something I'm working on using the Q3D plugin by @QuaziGNRLnose
(Note: Work in progress):

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Looks nice... I've tried the plugin but can't wrap my head around how to do any level editing at all with this plugin. You don't really see what you're doing in the Construct interface.., or something i've missed? How do you edit the levels and place objects around? Care to enlighten me? you can send me a PM.
Follow my progress on Twitter
or in this thread Archer Devlog
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Post » Wed Feb 22, 2017 2:04 pm

// Project Snow,
experimental 2.9D game. <3 (Q3D)
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Post » Wed Feb 22, 2017 7:51 pm

tunepunk wrote:
Looks nice... I've tried the plugin but can't wrap my head around how to do any level editing at all with this plugin. You don't really see what you're doing in the Construct interface.., or something i've missed? How do you edit the levels and place objects around? Care to enlighten me? you can send me a PM.


X and Y positioning is all handled within the viewport of Construct 2, Z positioning however needs to be done manually by editing Q3Dmodel's property. There's a tutorial for it on youtube! Just look up Q3D Construct 2 tutorial, and you'll be set in no-time. ^^

Good luck with your project btw! I like the style!
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Post » Wed Feb 22, 2017 9:31 pm

Tinimations wrote:Cutscene test for KlangM(obile). Runs at 60 FPS on my Galaxy s2.
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Looks real good. You'll have to tell how you got the optimization well enough to produce that kind of fps on an older device like that.
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Post » Thu Feb 23, 2017 12:04 am

Angry dungeon monsters?

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Post » Thu Feb 23, 2017 11:17 am

@stefanos that looks lovely
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Post » Thu Feb 23, 2017 2:08 pm

Yo, kid, wanna chop some trees? ( ͡° ͜ʖ ͡°)
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Post » Thu Feb 23, 2017 11:22 pm

Bleenx wrote:
Tinimations wrote:Cutscene test for KlangM(obile). Runs at 60 FPS on my Galaxy s2.
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Looks real good. You'll have to tell how you got the optimization well enough to produce that kind of fps on an older device like that.


Heavy reliance on behaviors, few events, tiles for everything, no webgl effects, and no sprites changing frames. Also make sure to optimize particles to not kill too much of the fillrate by drawing over the same area twice. 1000 particles that covers 8 pixels each with no overlap are surprisingly fast. The smoke were very few particles with a bigger image.
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