Sombrero - OUT NOW!

Show us your completed creations made in Construct 2

Post » Wed Apr 23, 2014 4:32 pm

looks fun! thanks for sharing
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Post » Thu Apr 24, 2014 12:49 am

Hey! Looks like Sombrero got a mention in the indie gaming press after last night's playtest: http://www.bliptalk.org/the-best-of-nyc ... est-night/

Everyone who asked how the game was developed (there were lots of aspiring devs at the event) were pretty surprised when they heard the game was HTML5-based and not Unity3D. Here's hoping my repeated mentions of C2 help more people find out about it!
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Post » Tue May 13, 2014 4:03 am

In the middle of more updates like integrating the new support for character maps from Spriter, but in the meantime here's a nice high-rez screenshot of the near-complete "Clampett's Hideaway" stage! Yes, that's the framerate in the corner - C2 is basically locked to my monitor's refresh, even at 2560x1440, and that's with multiple 4k+ Paster objects that the tile sprites are pasted into. That's a heck of a lot of performance there, @Ashley!
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Post » Tue May 13, 2014 9:14 am

Looking so good :)
... "Je suis CHARLIE" ...
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Post » Tue May 13, 2014 11:53 am

Yeah man, it really looks great :) When will we be ablate to test it?
Image
Check out our start-up and configure your own helmet in true 3D.
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Post » Tue May 13, 2014 4:58 pm

@digitalsoapbox Just a few questions, sorry if these have been mentioned already...

1. What is the size of the layouts?
2. What are you using to control the zoom and scroll on the 4 player matches? It is VERY smooth.
3. Are you requiring controllers to be used? (If so I assume it is not a windows 8 app)
4. Are you using anything that is specificly webGL (shaders, particles, etc...)
5. Is this meant to be a PC only game?

Thanks!
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Post » Tue May 13, 2014 5:23 pm

@Softloulou Thanks!

@Beaverlicious I'll be doing some form of alpha testing starting in a month or so. I'm in the middle of adding in the additional player character choices, now that we have Spriter character map support in C2. I also want to get at least one more stage map in there for testing.

@BluePhaze
1-Layout size is 640x360, and scales up to whatever monitor resolution. All of the gameplay is based off of the 640x360 size. The actual STAGE size clocks in a bit over 5k, but the camera zooming & scaling keeps most of it contained within the layout.
2-Magicam. It is such a blindingly awesome timesaver to use.
3-Final release will allow one player to use a mouse, but the others will be locked to gamepads. Controls are twin stick + a jump button, and that'd be really awkward with lots of people on a single keyboard.
4-Shaders are WebGL, for the smoke particle effects mostly, so they blend together nicely. There's also some newly-added shader-based distortion effects around the explosions (that's why the ladder is warped in that last screenshot post). Any tile without interactivity is pasted into a Paster object, so that's also pretty WebGL-heavy.

Interesting (to me, at least) WebGL stuff:
Loading times still stay pretty low at a few seconds on initial stage load, though loading speed, and pasting a few thousand objects on stage load, seems to be entirely tied to the speed of the GPU, so those with lesser GPUs may see a longer loading time. Testing on a GTX460, loading time increases, but it's still only around 10-15 seconds and performance at 1080p sticks to 60fps. On a GTX770 it's around 3-5 seconds and the fps is whatever refresh rate my monitor is set to, up to the monitor's max res ([email protected]). On a laptop-based Intel 4000 loads times are still pretty snappy at 8-10 seconds, but performance drops a bit - 720p is still 60fps but 1080p gets really flaky and varies between 35-45fps. Poor lil fella can't handle it. For those lesser GPUs I'll probably put in some way to turn off some of the eye-candy WebGL effects that don't affect gameplay. Or maybe @Ashley will find some magical way to allow us to change the resolution the monitor is running at :).

5-Windows, OSX, Linux. Consoles once C2 has support for them. I've started reaching out to my contacts at MS and Sony to bug them to respond to Ashley's requests on how to go about adding said support. Unfortunately most of my contacts at both places are on the PR side of things, and they can be...less than helpful, let's say...when asked about tech-related questions. At one point I considered Ouya, but so far as I can tell that's pretty much a dead console and I have my doubts as to its ability to run Sombrero at my self-required 60fps framerate, let alone a smooth 30fps.
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Post » Tue May 13, 2014 8:33 pm

@digitalsoapbox So you are running at 640x360 and it is scaling to show pretty much the entire stage without performance loss and also keeping the graphics very crisp... it is hard to tell from the video but it looks like it is scaling to 1080 without any hickups or visual quality loss. Hard to wrap my head around a 640x360 running at much larger resolutions without any visible perf or clarity loss.... Unless I am reading that wrong...

Oh and I forgot to ask is it node-webkit or just browser based HTML5 export?

Oh and also, it looks GREAT! Awesome work!
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Post » Tue May 13, 2014 9:01 pm

Look alike the game called "Bagman" brings back good memories, one of my favorite games :)
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Post » Wed May 14, 2014 8:52 pm

@BluePhaze It's all about the scaling. During most gameplay, the zoom scale (in Magicam) is set pretty low - 0.1 to 0.175. I THINK I recorded the video at 720p so that the screen capture on Twitch didn't knock on the framerate too hard. Without video capture running, it stays pretty stable at 60fps/1080p on most desktops, though as I mentioned previously on Intel laptop GPUs it seems to have a bit of trouble about 720p unless I drop the Paster resolution to 50% of the level's pixel size. My target is node-webkit, though it seems to run fine in Chrome when I've tried previewing it in Chrome. On Windows 8 on a tablet, IE11 performance is actually better than Chrome's, probably because it's been optimized to run on the newer ARM CPUs and Chrome hasn't (as far as I can tell).

@iceangel Never heard of it, but I'll check it out!
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