Bartosh's Forum Posts

  • <img src="http://fc04.deviantart.net/fs70/f/2012/129/b/4/biologic_soldier_by_dib2000-d4z5nxp.jpg" border="0" />

    bio-machine-soldiers inside long sense abandoned mega city

    <img src="http://fc01.deviantart.net/fs71/f/2012/224/4/4/under_fire_by_dib2000-d5auuiy.jpg" border="0" />

    fire fight, for totally unrelated reason

    actually set in the same world though, just above the clouds.

    the idea is this world covered with a huge mega-city had some kinda disaster unleashed upon it. covering the surface in turbulent storms, and a dimension warping fog

    opening path ways to other worldly demons.

    however the tops of the city's towers rose above the storms. and the people in these towers were the only ones to survive. left to try and build again above the storms.

    these buildings were made out of extraordinarily durable metal, and have stood so long, sediment has collected on them for hundreds of thousands of years, creating large plateaus amongst them. a world so old there's ruins on top of ruins.

    but despite the dark setting, everything above the clouds would have a light hearten feel to it. kinda like mega-man legends, or adventure time.

    the whole point was to come up with some interesting setting for a game like escape velocity, but with planes.

    were you could land on the Plautus, get out and wonder around action rpg style, then venture down into the cyber punk esc catacombs of a former mega-city's to collect artifacts....

    ....but then i decided to make a game about mini-golf.

  • 31 32? are those events? what are the events conditions/actions if so?

  • completely free as far as i know.

    even if it wasn't I don't think anyone would notice.. no one loves it anymore....

  • FIXED

    There you go

    the body parts are ordered by how they are ordered in the layout editor.

    but the big problem was your player and monster were on 2 separate layers. that won't ever work for overlapping.

    also don't have so many layers

    the most you need is 3 (front ground, middle ground, background)

    maybe more for special effects.

    otherwise just put everything ..EVERYTHING.. in the green family, and give it a 'z' value to say how close to the screen it is. if its on the same layer it will sort itself.

    -------------------------------------------

    i like your art style. good luck with the game.

  • Kyatric

    "Java is not JavaScript and HTML5 is JavaScript based."

    whoops my bad. (FIXED) thanks.

    --------

    I'm sure those plugins work great, and will get people were they want to go most the time. I haven't looked at them much, so maybe they have a lot more customization than C1's path-finding behavior.

    but the main reason I put the time in bringing this tutorial over to construct 2 is because i think its worth peoples time to try and learn this system themselves.

    Personally A* was one of those things that seemed impossible for me to grasp. But when i took the time to stop using plugins as a crutch, and dove in. i found a wealth of knowledge , and leveled up as a game-maker majorly.

       it opened up all kinds of possibility's. (thus my crazed rant).

    I realized A* doesn't just search tile maps. it can search thru any node system.

    which is awesome.

    and construct handles A* in the array object surprisingly well.

    --------------------------

    thus the code itself can't really be plugged in and played as is without some complications. but its mainly intended to be a simple, good, starting point. not a solution.

    I've tried it, as is, on large maps(within reason), and it works fine, the real slow down seems to come from drawing so many tiles. which can be fixed with custom tile drawing/destroying.like this

    but if you do that. the loop 100 should be a while loop, with some condition to make it stop if it cant get there. but that just complicates things as far as my example.

    However, for truly LARGE maps, you'll need to add on to the code, not necessarily completely re-wright it.

    basically breaking down the tile-map array into another smaller array (the Meta Array), then A* search a small segment at a time of the tile-map array based off the META Maps A* Path stored in the object. and that regression could go on forever for GALAXY SIZED MAPS!!....if you wanted...

    But A* is A*, no matter what, 2d/3d/40d/waypoints/jumpgates/platformers ext.

    what is checked, and how the distance formulas are figured out change.

    but the basic process doesn't.

    having done absurd complex things with C1's arrays, I'm willing to bet there still the best rout to go outside actual plugin coding in C2.

    ----------------------------------------------------------------

    Plus it( in theory) is compatible with the current arcade.

  • <img src="http://imageshack.us/a/img820/4110/wizkh.jpg" border="0">

    An Example of custom path-finding using arrays:

    A* Wizard

    Left Click : place selected tile type

    Right Click : to place orb

    Middle Click: move wizard to mouse

    Click Move: make wizard go to the orb

    the wizard avoids moving over water, but tries to move over rugs.

    for a link to the .capx fully commented but without all the unnecessary stuff click here:

    tutorial.capx

    For an extended rant of applications click here:

    Rant

    ________________________________________________________________________

    was trying to get this up in the arcade for like a week. but it doesn't seem to like me very much.

    ----------------------------------------------------------------------

    Ashley : "Events aren't well suited to highly algorithmic code like the A* algorithm - that's part of what plugins are for, to offload the algorithmic things. So I'd go for the PathFinder behavior."

    ^This is true, but if you want to do it the long way, arrays are the way to go.^

    also since A* is so flexible, the chances of finding a plugin that fits you perfectly are pretty small.

    and if you don't know how to code in JavaScript(sense your using C2 chances are you don't). this is your best bet.

  • I'm trying to upload from a different computer this time but the same thing happens..

    Just noticed in the search bar it has this.

    scirra.com/arcade/submit

    Also noticed in the supported plugins you have:

    Plugins: AJAX, Arr, Audio, ext...

    is ARR supposed to be ARRAY?

    Or dose the arcade not support arrays right now?

    Also will it not upload even if a different plugin is just in your plugin folder, not the actual game?

  • harrio

    Hey Thanks

    I almost forgot about adding sounds.

    got to put that on the to-do list.

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  • k thanks

  • As far as i can tell, you add it to a layer. it makes that layer black, and any object you add to that layer cuts thru the black. like a mask in Photoshop.

    useful for a fog of war system's.

  • <img src="http://img829.imageshack.us/img829/8913/minigolfx.jpg" border="0" />

    3D randomly generated mini-golf game with rigid body physics.

    YEAH! MINI-GOLF! WHOOT!

  • Yay! another veteran is back helping on this forum. I was confused as to where everybody went.

    I didn't help because I just never use hash tables. They just seem like less functional arrays to me..

  • I don't even know if it IS a problem is the problem.

    This isn't even a question for admins, just anybody that has successfully uploaded a game.

    What Happens?

  • First put EVERYTHING in a family, like green.

    have a variable for each object in the green-family called 'z'.

    have a variable for the body-parts of the player called 'relative z'

    this wil be positive like: 1 or 2 for the parts in front of the body

    or -1, -2 ext for body parts behind the body.

    set the body's 'z' to the shadows y. position

    then always set the body parts 'z' to the body's 'z' + 'relative z'

    then sort for each family green by variable 'z'.

  • I know the games get looked at before they get uploaded.

    and that can take some time.

    but how can you tell if the system actually took the file?

    I'm asking because after filling out all the requirement, uploading files and all that. I click upload, then it just goes to the starting pick a file to upload page.

    is there a splash screen saying "thanks for uploading your game". or something....

    my computer has had some problems with java in the past, but i think i got them all ironed out.