Sombrero - OUT NOW!

Show us your completed creations made in Construct 2

Post » Wed Jun 03, 2015 4:22 pm

Looking Good
My 2cents:
From the video I have some trouble distinguishing the players, maybe while playing on a screen this is not a problem, but maybe it hinders video watching.
Have you tried running the game in grey color? Put a solid black layer on top and add the Saturation effect, it helps to see what pops up and what is lost in the background.

On your page it toke a half a minute to load the background image animation. I´v a crappy connection but even do you might be losing some page views.
working on Rally Racing
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Post » Tue Sep 15, 2015 7:40 pm

@digitalsoapbox

Looks excellent!
Gameplay looks frenzy fun... i would add ton of different firepower (like worms have)... you know... different weapons, bombs, Jackass with TNT... :)
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Post » Wed Sep 16, 2015 12:20 am

irina wrote:@digitalsoapbox

Looks excellent!
Gameplay looks frenzy fun... i would add ton of different firepower (like worms have)... you know... different weapons, bombs, Jackass with TNT... :)


I think there's a dozen or so weapons in already. Including, recently, the Exploderang, which is...a boomerang. That explodes. Many, many times.

So that should be fun :).
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Post » Wed Sep 16, 2015 12:21 am

Torpedo wrote:Looking Good
My 2cents:
From the video I have some trouble distinguishing the players, maybe while playing on a screen this is not a problem, but maybe it hinders video watching.
Have you tried running the game in grey color? Put a solid black layer on top and add the Saturation effect, it helps to see what pops up and what is lost in the background.

On your page it toke a half a minute to load the background image animation. I´v a crappy connection but even do you might be losing some page views.


Yeah, I've tried the B&W thing. Still tweaking colors.

As for the website, I think it's not caching the low-res images for the gallery and that's slowing things down. The video itself streams from YouTube, so should already be adjusting for your connection speed.

Thanks for reminding me there's an issue though :).
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Post » Sun Nov 29, 2015 6:50 pm

Wow! It's been awhile since I've posted an update here. So, time to fix that!

For the last few months I've been cranking hard on Sombrero, while bringing it to various East Coast events to show off and get feedback from those who matter: Gamers!

And on that note, here's 20 minutes of gamers enjoying the latest update to Sombrero at GameACon, a new indie game show in Atlantic City, NJ:
https://www.youtube.com/watch?v=bp_n-YallXI

The most recent additions are a new stage, while all of the older stages have been tweaked, new characters and powerups have been added, and a new 2D lighting system that takes advantage of texture rendering and different masked blend modes (like Source Atop) that can to help give it some depth instead of just slapping a circle on top and setting the blending mode to additive.

There's still a few bugs, mostly in the GUI/in-game HUD, but otherwise Sombrero is bug free.

Another exciting piece of info is Sombrero's approval for Microsoft's [email protected] program, meaning that if all goes as planned, Sombrero will be coming to XBox One as a Universal App! Microsoft has been great to work with and I look forward to continuing that relationship as Sombrero nears release for early 2016.

Did I mention user-generated content is also supported for new stages? In hopefully not too long a time, @Ashley will work out C2's Steam support so I can add Steam Workshop to make downloading and adding new stages easier for those who purchase the game.
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Post » Sun Dec 06, 2015 7:28 pm

Seems sooo funny to play with the gang.
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Post » Mon Dec 07, 2015 2:31 pm

@digitalsoapbox Great work on Sombrero! I like it :D Have you tried the game on xbox one? Is the process of exporting it from C2 to xbox easy or do you have to do a lot of workarounds?
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Post » Mon Dec 07, 2015 6:18 pm

Anonnymitet wrote:@digitalsoapbox Great work on Sombrero! I like it :D Have you tried the game on xbox one? Is the process of exporting it from C2 to xbox easy or do you have to do a lot of workarounds?


So far it's been pretty painless. Sadly, performance in Edge doesn't quite match up with NW.js in terms of physics/collisions, which seem to be dragging the framerate down when exporting as a Windows Universal App. This is also an issue on desktop with exporting to Windows 10 UA - at least, according to the Profiler in Visual Studio. I can't tell if it's an issue with C2 or with that export option itself, though I don't remember it occurring when exporting for Windows 8. Maybe @Ashley is aware of some differences in the export process for 10 and could comment? There seems to be some shortcomings in C2's export for setting Window size/full-screen options in Win10 UA as well.
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Post » Tue Dec 08, 2015 7:17 am

Ok, thank you for the info. I don't use physics but I guess it might have some performance hickups anyway. I have never tried to export as an universal app so I'll have to experiment a bit. Does the C2 gamepad mapping translate correctly for you when played after export?
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Post » Tue Dec 08, 2015 7:21 pm

Anonnymitet wrote:Ok, thank you for the info. I don't use physics but I guess it might have some performance hickups anyway. I have never tried to export as an universal app so I'll have to experiment a bit. Does the C2 gamepad mapping translate correctly for you when played after export?


I'm not using much physics either, which is why I think it's probably something to do with collisions. C2 gamepad mapping translates correctly for the main face buttons, analog sticks, bumper/trigger & d-pad but not for the additional buttons on the gamepad like the xbox symbol, which it doesn't really handle properly on desktop either.

The biggest issue I'm running into right now - and it's a C2-specific issue - is that support is just flat-out broken for Edge, and it tosses an error when even an empty C2 project is launched. This, of course, causes problems on the UA builds, because it's using the Edge webview. Hopefully this will be resolved in an upcoming C2 update.
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