Attempting to rebuild my Metroid-like in C2. ?'s!

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  • Click on the object itself in the layout editor and on the left side you can set Unmovable to Yes. You can also call it as an action.

    Checking of Group "poop" is active is redundant, as the event won't run if the Group isn't active : )

    If you want to run an event only once you can use a Trigger, or just put "Trigger once" at the end of it.

    Really start reading the manual and doing the tutorials, you're starting to ask incoherent and easy things. They will lead you through the mechanics in the program : )

  • It's not redundant, because I'm executing those things in the group if the group is active, and I'm controlling whether the group is active by the button press.

    Still looking for this "trigger once" business. Don't kill me.

    edit: figured it out.

    and take it easy on me. I'm a moron. but I try really hard. I learn better by doing and asking questions than trying to read manuals. but the end result is I have a lot to offer in terms of game development (IMO).

    one last thing.. is this the way to base a condition on if an object's boolean is false?

    <img src="https://dl.dropboxusercontent.com/u/18592720/temp2/notboolean.jpg" border="0" />

    I didn't see any direct way to check if a boolean is false (it only seems to check if it's true).

  • Checking if the Group is active inside the Group is redundant.

    If the Group isn't active none of the checks inside the group would run to begin with.

    You're only checking if the Group is active, while it's active. That makes no sense.

    It's like writing "If X=1 , check if X=1".

    To check for the Opposite/Inverted stament, right click it and click Inverted : )

  • You don't want the physics behavior for your player or anywhere in your game from the looks of it. It's meant for like...angry birds. Use the platform behavior. C2's built-in behaviors, unlike many other programs, are actually pretty good and reliable.

    As for your world, look into the TMX Importer, AJAX, and project files. You'll have to load your rooms dynamically using data from a pre-existing minimap that you can also create in Tiled or your own editor.

    Start small man, you've got a long way to go.

    (Great graphics btw. Also looks like a really cool MMX/Metroid hybrid.)

  • Just wanted to say I saw your youtube video for Ghost Song awhile ago and it's great to see you moving to C2. I also have a metroidvania game in development and C2 has been awesome to work with.

    Using tiles isn't that bad. You just can't use texture sheets. I use a mix of big graphics and tiles, and it seems to work well for me. Add your tiling graphics to the tile object and add your detail textures to the sprite object in frames.

    I also recommend using the platform behavior over physics and C2s built in behaviors as much as possible.

  • Please check your PM's; I'd like to talk to you more about Ghost Song!

  • Wonderful project! Good luck with the rebuild. <img src="smileys/smiley20.gif" border="0" align="middle" />

  • thanks guys for the nice replies and comments :)

    I also recommend using the platform behavior over physics and C2s built in behaviors as much as possible.

    I looked briefly at this and I didn't like it because it felt like I wasn't in control. In stencyl, I built my platforming by setting up logic for when I'm on the ground, when I'm in the air, every step of the way, what happens -- for example, if I'm jumping upwards and let go of the jump button, I'd set my Y speed to a third of itself for fine height control.. I plugged in the prebuilt platforming behavior in C2 and I honestly wasn't sure where to begin if I wanted to start modifying it. what if I wanted to start adding more aerial maneuvers or even do the aforementioned "make the jump stop going upward if I let go of the jump button"?

    My game is a game that goes beyond run and jump, there are a number of special abilities that need to be implemented, so I think I need some flexibility.

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  • Please check your PM's; I'd like to talk to you more about Ghost Song!

    I read your message. The site won't allow me to reply to PMs until I have more rep. <img src="smileys/smiley32.gif" border="0" align="middle" />

    I sent you a contact request on your gchat. I'm always on gchat.

  • You can of course set up a custom movement by plugging in your own formulas, and timers for setting xy's, but honestly the physics behavior is not the way to go, and the platform movement already gives you a great amount of control.

  • I am going to second almost everything newt has said in here.

    I test almost everything on my iPad and phone, and believe me, DO NOT use the physics behavior unless you absolutely need it.

    My space shooter doesn't even use physics - it uses custom movement to 'simulate' physics in order to reduce CPU load. If you're aiming to have any sort of mobile viability, you need to be very careful with what objects are using the physics property and even then you need to consider how much physics is actually going on.

  • I looked briefly at this and I didn't like it because it felt like I wasn't in control. In stencyl, I built my platforming by setting up logic for when I'm on the ground, when I'm in the air, every step of the way, what happens -- for example, if I'm jumping upwards and let go of the jump button, I'd set my Y speed to a third of itself for fine height control.. I plugged in the prebuilt platforming behavior in C2 and I honestly wasn't sure where to begin if I wanted to start modifying it. what if I wanted to start adding more aerial maneuvers or even do the aforementioned "make the jump stop going upward if I let go of the jump button"?

    My game is a game that goes beyond run and jump, there are a number of special abilities that need to be implemented, so I think I need some flexibility.

    You can do all that with the platform behavior. Check this example I made.

    scirra.com/forum/super-meatboy-example_topic72707.html

  • I looked briefly at this and I didn't like it because it felt like I wasn't in control.

    You can change all of the parameters of the platform behavior through script. I have dashes, air moves, walking slower while shooting or ducking, double jump, sliding down walls, wall jump, etc. I also do the same thing, when you let go of jump, I multiply the Y vector by 0.3 to do a short jump. You can do it with custom movement I'm sure, but you're probably making a lot more work for yourself.

  • Using platform behavour then doing arial stuff is easy. The hardest part of using C2 is coming from any other language. once a mind set is in place to code or use other tools. Then C2 is a culture shock. Once you pick it up with a few experiments. Then C2 just fly's by and is incredibly easy. There is a few little niggle bits, but overall it's really fast.

    in C2 if you wanted to do arial moves you just need to set an Event

    Player.OnGround

    Once While True

    -- turn on the OnGround Control Group

    -- turn off Air Control Group

    -- modifiert player.platform values

    Player.OnGroun NOT

    Once While True

    -- turn on Air Control Group

    -- turn off Ground Control Group

    -- modify player.platform values

    and it's all down hill and easy. I used a platform behaviour to simulate Joust like flight mechanics for a platformer. It was pretty easy :)

    air attacks, air dashes, double, tripple, space jumps, air retreat, airial dodge flips... easy peasy. Wall runs, backboard wall runs, back board wall runs to leaps and more backboard wall running(Mirror's Edge for IOS :D ).. eaaaasy.

    making it look good with animation however... eh you need to be able to do good art. the OP can... i can't :D

    If I had the artistic talent i could probably get a core engine for a Metroidvania in an hour :D

    I love C2 :D

    So when is Ghost Song coming out in full release. Demo's of early builds are painful when you get excited :)

    However, as to the answer "should you switch" probably not. once you commit a lot of work. Sometimes it's just easier to finish once you hit the half way point.

  • I'm a huge backer of Kickstarter projects and noticed this today: http://www.kickstarter.com/projects/1192311215/ghost-song-a-journey-of-hope?ref=recently_launched

    You state near the bottom you are using Unity. In this thread, you stated you originally developed with Stencyl but are looking towards recreating everything in C2 due to limitations. Are you blatantly lying to your backers about what engine you're using?

    Also, if you want to actually hit your Kickstarter goal, I suggest removing the 500-backer limit on your $10 pledge reward. Considering 70-80% of your backers are going to be pledging in the $1 - $40 range, having the $10 reward get 'full' could turn some people away.

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