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Thursday, March 6, 2014 - 12:27

I've never entered any game making contest. This looks like something I want to try. Since I took my final this week I have next week off (from school, I still have to work). I'm gonna try this one! Wish me luck!

Wednesday, March 5, 2014 - 11:14

Thanks :)

Wednesday, March 5, 2014 - 11:13

@cyberience

You might look at Texture Packer. That program is designed specifically for what you're describing. It's a commercial product but it has a free trial. It's also pretty cheap so if you like it there isn't a big investment to make.

I've been looking at these trying to figure out if there's a better way to lay them out and still haven't figured anything out. If you or anyone else has a suggestion I'm open to reformatting them and uploading a new layout.

Monday, March 3, 2014 - 14:13

lol yep, that's a tiling fail.

Monday, March 3, 2014 - 13:46

Do you use a drawing pad or a mouse when making stuff like this?

Monday, March 3, 2014 - 12:17

@musicm122

Whoa, XNA? You're the first person I've ever met who's used XNA. Don't get me wrong, I'm sure it has it's qualities but it was only popular for a short time and it seemed to die off mostly. I didn't know anyone still used it.

Sunday, March 2, 2014 - 07:33

@surt

I do have plans to add touch/mouse click support because the idea is to compile it for all possible platforms. For the tutorial I'm making I wanted to make that happen with macros so I could show how to use them effective when compiling to different targets. Thanks for the suggestion though, it reassures me that I'm on the right track.

@cemkalyoncu

Have to agree with you about jumping in later stages. It would be next to impossible if it required charging.

Sunday, March 2, 2014 - 05:42

I repacked your tiles into an easier to use form. Don't give me credit for doing this since it's essentially monkey work.

Sunday, March 2, 2014 - 05:28

It does support zip, tar, and gz archive files.

Saturday, March 1, 2014 - 05:18

Updates to infinite runner since last upload:

  • Made jumping less floaty
  • Fixed bug with jump auto firing if you held jump button
  • Platform gap at beginning much smaller; gap still grows over time
  • Changed acceleration ramp to be strictly linear (no hint of j curve)
  • Fixed performance issues at beginning where game was sluggish/jittery (object pool was too small, increased size at beginning)

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