AmpedRobot's Forum Posts

  • Hey, guys.

    Looking for someone to share enemy ship AI done in Construct 2 for a percentage in a nearly completed game.

    I actually took Pre-Calculus again at 40 for ship pathing which was unbelievably fun (and way better than my original high school class), but I'm sort of running out of time and money here for a late summer launch this year, so looking for someone to share said AI (which he/she owns) with some or all of the following characteristics:

    1) Seamlessly spawn ships on a grid basis (dividing the screen into specific spawn blocks based on enemy sprite size, something I could easily modify).

    2) Keep track of what's spawned and where based on the grid (simple arrays) and introduce some randomness to have some empty blocks occasionally.

    3) Seamlessly switch between random ship spawning and more complex spawning - specific squads of specific shape (v formations, etc.), mixed with random. Squads typically of size 3, just with built in code for varying ship position in the squad a bit.

    4) Utilize the built in code in C2 for Galaga style chains. Code should be sophisticated leaving space on the spawn grid between other ships, so it does not look like everything is overlapping.

    5) Utilize the built in C2 turret behavior for some ships. Basically would like some of the ships to randomly engage in turret behavior where instead of just flying straight, they start to aim at the player and maybe occasionally move closer to the player (this would be great for squads, groups of 3 also, where 3 of the ships aim in unison).

    6) Have ships possibly do more complex maneuvers (again pre-calc), like parabolas, etc., with sophisticated spawn, meaning basically, when the ships spawn, there is enough room, so the ship making the complex maneuver does not overlap with other spawned ships.

    7) This is an infinite RPG space shooter with significant 3D full screen cut scenes, a very high end production done over many years, multiple team members, high end riggers from Dreamworks, great multiple composer original music (to which I own all the rights). As such all ships travel down from the top of the screen with bullet behavior before disappearing on bottom (unless shot), but you can go in any direction for eternity with radar, which is already done.

    8) I can't really show anything prior to launch, which would be on Google Play/Android. Already tested on my cheap phone. Resolution is 1920 x 1080. You can see some of the description of the 3rd phase/assets, the MMORPG, at http://www.darksunpictures.com, but the plan is RPG mobile spaceshooter first, then the first RPG/PvP 3D multiplayer map for PC/consoles done in one of the newer 3D engines, then a full 3D world, then scaling up to an MMORPG.

    In terms of sharing/demonstration, you could send me a You Tube private or public link.

    I could do all of the above, just wanted to possibly squeeze for a late summer launch this year.

    Depending on what you have already, I could share between 1-5% of gross revenue of the game for eternity, contractually. I only gave out 1% to one of the composers, smart move on their part, so 99% of the points in the game are still available.

    Your share would also apply to all future upgrades/releases of this version of the game on mobiles, PC, and consoles as XBox Live support is coming to C2 (not including any future phases like the 1st multiplayer map in 3D, MMORPG, etc., which would be separate projects, utilizing many of the same assets, design, and music).

    Timeline for this may be extended, just looking for a package, as complete as possible.

  • Instead of using every x seconds can you give each ship on created its own variable which is the shooting speed and use this? Does the shooting speed alter for each individual ship during the game? I can't tell if you're trying to mimic randomness with every X seconds or if there's a reason behind it.

    Let me add an addendum.

    I think this is actually a really good idea.

    Just realized I could do a random roller for several different instance variables.

  • Well, the problem with instance variables in this instance is that it would make every spawned instance of the same ship type fire at the exact same frequency? Which would look pretty fake? Not sure if you can introduce some randomness into instance variables (yet another suggestion idea for C3).

    I still have to make a simple capx for the family tests. That might actually work. Or maybe not. Who knows.

    (I would also recommend sequential saves for all your C2/C3 work, as it greatly reduces the chance of corruption, similar like they have in 3dsMax and Autodesk Maya. It's something they don't teach nebes, but it's really important.

    Someone will save into the same file for 3 years and then it goes kablooey! And they're surprised why. It must be the software. I only learned that in class because you can't Google/You Tube what you don't know )

  • I did actually.

    It was the first thing I tried, but it didn't work. It made all ships fire simultaneously all the time.

    Unless something went corrupt.

    Maybe I should try this on a simple fresh capx if this does actually work?

  • One more thing.

    You might think this would be easy to do by just setting a frequency for each different sprite.

    Well, it gets complicated because for now I'm spawning x different random types of starships and the ships which are visible on screen vary.

    So if you have a code every x seconds and your particular ships are not visible on screen/spawned, you either have ships firing too much or too little.

  • Sure man.

    Well, basically I had just 1 place holder enemy ship in the prototype.

    Very simple code for the ships firing bullets.

    Every x seconds, pick a random instance of that sprite and create an object/sprite (bullet).

    -----

    Now, it isn't just one enemy ship.

    I have many different types of enemy ships.

    I want to replicate the original frequency/look of bullet spawning.

    ----

    If I do the same code for each different enemy ship sprite now, the frequency of bullet/shot spawning is way off because it picks a random instance of a sub-group (not the group of many different sprites).

    every x seconds, pick a random instance of Sprite A, and create bullet.

    every x seconds, pick a random instance of Sprite B, and create bullet.

    If you introduce just 1 extra sprite enemy ship sprite, the frequency of bullet spawning is completely different vs:

    every x seconds, pick a random instance of Sprite A, and create bullet.

  • Hey, guys.

    Been a while.

    I had the perfect code for shot spawning in the prototype (just system every few seconds create object), which worked flawlessly when **picking a random instance of the SAME sprite.**

    I upgraded the game to cohorts of ships. Yes, cohorts! Basically there a lot of different sprites now and picking a random instance of a sprite out of many of these doesn't work the same. I tried replicating the original look and frequency of shot spawning, but it doesn't work the same (looks awkward), shots don't spawn enough or too frequently, so I guess I have to do this the right way.

    Question is how?

    One way I'm thinking would be to track the different ships (sprites) which have spawned, which are actually visible on screen, in the player window, but no idea how to do this. Guessing maybe tracking them somehow w UID, but I've never done the code and might take me a long time to work out.

    So once you have them tracked, treat that group as if it were one sprite for the frequency of shot spawning (pick a random instance for shot spawning out of that group of many different sprites), then the same frequency I had originally for shot spawning should work.

    I realize this is a lot to ask for and might be pretty advanced.

    Anyone care to take a gander at this?

  • Hi. This is the game I've made in the last 8 days for the C3 gamejam:

    http://www.newgrounds.com/portal/view/694047

    That is the cutest thing I've ever seen. The brothers theme is awesome. I found myself playing this for a long time. Very well designed and enjoyable game play.

  • To get a feel for Construct 3 I've made a simple Flappy Bird clone with the Tappy Plane assets from Kenney. When running the game on my android phone with the Chrome browser it works fine but when running as an app made with the built in Cordova building service the app is stuttering even though the reported FPS is high. Has anyone else experienced this before? Feel free to try my game using your android phone to see if you get stuttering when using the cordova built app.

    Tappy plane on a webserver: https://eddeland.com/tappyplane

    Tappy plane .apk for android: https://drive.google.com/file/d/0B4VUO9 ... sp=sharing

    No idea. I've made a much more sophisticated game using whopping amounts of memory, way above the recommended limit, tested on my crappy $30/month Alcatel Metro PCS phone via Cordova and it works fantastic. I've even used tons of transparency, which is not recommended at all. Needless to say I was blown away and glad I've invested years of my time, probably like 5 or 6 now into C2.

    I was going to say how incredibly addictive these are even as a clone, but it turns out not so without the frequent dying.

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  • Err, you should probably shoot for the Steam summer sale June 22 this year as it's supposed to be the best time for indies to release a game, either that or end of January (if you can make it with something).

  • Thanks guys, that is very interesting.

  • Come on guys, most of us aren't that adept. In the beginning, we all were and most of us still are very happy and grateful for the relative ease and simplicity of use of C2. I mean where is a non-programmer gonna go to make a video game, a first one anyway without a ton of time and cash? Even pros love C2 because it shortens development time so much.

  • I think if your image memory exceeds 1 gb, C2 actually has a pop up recommending other software, but below that, if you're not targeting mobile, seems to work great.

  • Yup, I felt it, even in the video. Nice. Must create a really atmospheric interior mood when playing.

  • This new gameplay video gives us a quick look at using the stealth system in House of Velez!

    Heart rate suppression! That is fvcking cool.