Aphrodite's Forum Posts

  • Well some games also have quite a number of levels but are still quite short, like bubble bobble which has 200 levels on the master system (even though it is more about 100 which are repeated), others like gauntlet (not the same genre) are not meant to be beaten it seems, just to see how far you can go (and it does not have random level creation, it just picks them at random, 512 if we believe the box of the master system version).

    Kid chameleon has 103 levels according to http://kidchameleon.wikia.com/wiki/Level and might be more of what you are looking for.

  • reminds me of a certain post ...

    anyway back to the actual topic, as X3M said in *some cases* clones are sometimes sold sources that were just slightly modified, I am against this practice when no actual meaningfull change is done, a game must have an identity, something unique to it.

    basing it's work upon somebody's else work is ok as long as it is permitted (or else C2 would be itself not ok) but the goal is to improve the work done.

    we can have tons of exemples of clones even in the older era, with clones of existing NES games sold to this very day, and apart from the graphics they generally are not different or worse sadly.

    It is sad to think that two games made with rpg maker won't be the sames compared to two clones made with more opened methods at their core.

    just my opinion though.

    We also have to take in consideration that sometimes people publish their first game which is a clone basically of a simple game they did by themselves, like sokoban's clones.

    We also have flippa which is... weird to me according to this :

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  • Gillis actually CS2 is only given for free for those who purchased it in the past

  • calebbennetts

    "Also, would anybody mind if I saved a copy of this forum topic as it stands now? It might come in handy as project experience on a resume. Collaborating to solve a technical problem, providing data to support my claims…"

    I don't have an issue with that. All my posts are meant to help, unsure about the others.

  • well if the minimum framerate is set to 60, I guess the game will slow down instead of "skipping" so that would be fine, however that does not mean it will be framerate independent enough if people don't have this kind of setting, for now this subject is more about errors in the platform behavior which should be corrected.

  • Also it seems C2 tends to give an higher jump height than desired when the framerate is correct, we should try your version in bad framerates to see if it solves the initial issue: varying/too short jump heights, as the actual jump height is lower, we can expect that the framerate variation can make it even lower.

  • One limitation I do know is that, in a big project, with a lot of images, it is prone to crash due to a windows limit on how many images files can be used by a program, or something like that.

    there is I think an option to turn off icons to prevent this, but then again this is for very large projects with tons of objects that contains images.

    Also keep in mind this engine is thought for browser games first, and every export method (appart from cocoon.io as far as I know, and for iOS also) is basically a packaged version of chromium, I prefer to let you know that rather than being dissapointed, that does not mean it is incapable of handling large projects, it simply means it can be harder than expected.

  • calebbennetts also with the Plus method I saw that the time to go from the beginning of the jump to the top (in fact half the time to do the jump completely) was 0.64999999...

    with the minus it was 0.65833333...

    and with the null it was 0.65416666...

    it should be JumpStrength / gravity aka 0.650, so it is also nearer newton in that department it seems.

    I edited my original maths topic to have all the equations between jumpstrength, gravity, height, and time from beginning to top

    PS: all times are in seconds

  • For the jump height issue, wouldn't it be easier to simply, when the sprite is starting to fall for the first time, set it's Y Position to the jump height desired (which can be calculated) unless it hitted a roof?

    Jump Height = (Jump Strength)*(Jump Strength)/(2*gravity)

    Also there already is a platform + plugin existing so you might consider a different name

    EDIT: Ahh I see what you have done (wasn't quite awake...), it might work actually but unsure it would work with obstacles.

  • Well, unsure what good that could be, as it will result as being the scirra arcade 2.0 in the best case, where is the benefit for users of C2?

  • I don't think the licenses let's us play around with the source code of C2, so I usually do those by hand when needed.

    I do use a lot of functions and variables/constants however to simplify events.

    Sometimes I use maths to understand better how to achieve my goal, like that one time I wanted to set a specific height jump.

    Keep in mind importing sprite sheets in C2 means their height and width (of each frame) must be the same, that can be annoying.

  • I might be mistaking, but on my side (only tested on browsers though) the user media can be used to show a camera, and then nothing prevents a sprite from being in front of it, so is there something we are missing?

  • if you click the link to the game, an embed box will show up.

    Depends, can be 0 but recently I got a 2ds so it might change, but I'd say mostly 0, I have a hard time spending money for me.

    DVDs however, gosh I can spend a lot on those

  • Plain reskinning is something I'd call counterfeit (I know some systems that ripped off NES games while changing the graphics, like the N-joypad, 0 original games), under no circumstances it can be considered good (it is a ripoff, and can potentially harm the original devs).

    Redesigning an already existing game (assuming the license let's you do it) entirely, like levels and such is an approach that can be considered fair, however improvements are needed, and maybe enough changes to make it more a standalone than simply a mod.