Nice! A lot more like Openfl forums!
We need a link to the old forums tough. There is information there that is useful.
Chimango Games announces a brand new 2D platformer for PC. In Ryder: The Deserter, players join Ryder, a secret agent with the ability to control objects, such as vehicles and rockets, and even enemies!
Platformers generally rely on running and jumping, but Ryder features fast-paced levels in which you’ll be dodging, shooting and even riding enemies and obstacles, to take control of them!
‘The planning began at a game jam at home. The idea was to make a different platform game’, says Agustín Pérez Fernández, creative director of the game. ‘I was bored of playing the same: platformers tend to be based on jumping, so I wanted to see if I could achieve something different and that's when an idea came to mind, of a game based on riding and climbing things’.
Along with all these elements of gameplay comes a deep story of conspiracy and desertion, set in a retro-futuristic, post-apocalyptic world.
Quick gameplay: It’s easy to die, but also easy to retry!
A challenging game with no unfair difficulty
Classic and fun platformer controls: Jump, Double jump and Wall climb
Ride your bike, rockets and turrets, and other type of enemies to shoot and to use them as jetpacks.
Alternative challenges in every level: Optional collectable coins and minigames
Ryder is an immortal secret agent who worked as a time traveler for ages at MATH, the Multiverse Agency of Time and History, making himself sure that nobody dares to change the course of history. However, that time has passed and Ryder is a rebel now: he’s against MATH and fights for the destruction of the technology that allows time traveling so that events can take a natural course. Players will help Ryder in his last mission, the one that sets him free of his own immortal existence, but first he has to face every MATH’s robotic agent.
About Chimango Games
Chimango Games is based in Rafaela, Santa Fe, Argentina. A small studio founded by industry veterans, with more than 20 years of experience in the video game industry, who have joined forces to make a dream come true: to create the games that they would love to play. www.chimangogames.com
This is a question that fits better the openfl forums. Openfl is the framework on wich HaxeFlixel depends and it usually is in charge on low level stuff like this.
with a quick search I found this: http://community.openfl.org/t/showing-videos-in-openfl/1231/7
FlxG.addPostProcess( new PostProcess("assets/shaders/fxaa.frag"));
I tried it on my game but it looks better with flixel antialias.
Do you have any tutorial on how to create postprocess effects?
We are moving towards of what I would call a closed open world style. Open in a sense of bigger maps, in dimensions, with more optional content you can do... or skip. Closed in a sense that levels would pretty much start and end in the same way. How you do so would be up to the player. This would be a bit like Braid. A bit. You go right and finish one level after the other. Or you go and complete all the puzzles and challenges.
What is the difference between Flixel antialiasing and your solution?
The game is looking great!
I think you are from argentina. We should get together sometime as we are both using HF.
I need help improving the performance of simple spot ligths that I'm using on my game. The spotligths works fine on Flash and Windows but my game is mobile and it is too slow on that target. I'm testing on a nexus 6p so the device is not slow.
This is a project with the demo of the ligths I'm making. They are not too complex, only a sprite covering the screen with a multiply blend and the ligths are stamping over it with an screen blend.
Is there a better way to do these simple spotligths?
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