BlueSkies's Forum Posts

  • I implement this in my current project.

    As you can see the yellow boxes are the skeleton of the wall, where all collisions are checked. The crab's movement up and down the wall is controlled with sine movement. Every tick I check if a certain point on the crab (between the legs, just below the body) is touching the wall, if not move the crab left until it's touching. On the other hand, if it's overlapping the wall too far, push the crab out to the right.

    Then, once the crab is along the surface, check the angle of the yellow box the crab is touching, and set the crab's angle to be the same.

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  • Made with Construct Classic and headed for console - a C2 user's dream!

  • Radiant Silvergun exhibits my theory of Total Gaming. This is where a game is not merely good in one area, but excels in all areas. It blasts all of our senses and afterwards we're left wowed. Tetris is a piece of genius game design, but aurally or visually it doesn't stun the senses, even though we might agree the melody was catchy and the aesthetic as simple as the game required. Radiant Silvergun has the genius design, all of the action beautifully choreographed so a player can learn the game quickly yet take years to master. But while you're doing so the game throws searing colours at you, and backgrounds which aren't static, but rotating, tilting, changing your perspective so that your ship appears to zoom into and out of the screen. Bosses galore, as many in one stage as other shooters fit into a whole game; all cleverly designed polygon behemoths made of various beautifully animated segments rotating and connecting and firing in 10 different ways and colours. A bombastic, catchy orchestral score makes every battle, every shot, every dodge, an epic moment. There are even characters, and an intriguing story of time travel (there are six stages; the game begins on stage 3 and ends on stage 1), narrated with the help of an animated intro and outro and voice-over interludes. It's all frankly more than a shoot-em-up requires, but Treasure did it anyway out of love, and the bar is still up there where they set it 15 years ago.

  • Looking at the source it uses a pixel array of the canvas and set's pixels individually for all drawing. It doesn't use any of the higher level stuff such as drawImage like most other games in html5 uses. In that regard it's very different than C2. The advantage is it can do those oldschool pixel effects like old dos games, for example the level transition and the dripping blood. Also do to it being low res without any scaling or rotation, per-pixel collisions can be used everywhere. The disadvantage is it has to be low res to keep up the performance, and there is no rotations or scaling of the sprites. Also no doubt they do a lot of tricks to keep things as fast as possible.

    What I got out of it that we might be able to use in C2 is a way to access pixels individually. The canvas kind of does this but things are inefficient. Basically reading pixels is pretty slow but it's much faster to write pixels, although it's probably not compatible with html5's other drawing methods. So maybe a plugin that allows you to manipulate an array of pixels that you can then copy to a texture. Only if events had zero overhead would it perform as well.

    I've always loved the colour cycling effect http://www.effectgames.com/effect/artic ... HTML5.html

    The author talks about accessing a pixel array, so I guess the implementation is similar to this game?

  • Wow, surprisingly simple after all. Thank you!

  • I'm creating a vertical shooter for desktop. The particular mechanics of this game require a playing field 4:3 in proportion, but of course most desktop screens are widescreen HD, 16:9, so I've decided to use the surplus screen to display a hud at the sides of the playing area. In the screenshot, the layout is 900x675 (4:3) and window size 1200x675 (16:9). Thus the dark green area to the left is outside the layout, and this is where I'd like to display my hud.

    So far so simple, but I would like to give the option of choosing the location of the playing field. Left, as in the picture, centre, or to the right. This would require setting the window position to something like x = -300 (playing field shown on the right) or -150 (centre). Can it be done? I think the alternative is going through my entire project and shifting every object +300/150 pixels, which would be pretty time consuming.

  • I think a post with all request ever made, and which have been implemented would be great.

    How about A GoG style 'Community Wishlist' where requests are listed and voted on by the community?

  • If you stripped away all the art and reduced everything to squares, circles and triangles, would the game be fun to play?

    Mechanics should be the starting point. They are the essence of the medium. And then build art, good art, on top of them.

    I doubt there is a single game in existence that was built around its art and is fun to play.

  • I'm not really sure what I'm looking at. Could you explain in more detail what kinds of websites you've created with C2, and what features they had?

  • Ah I might try that.

    The method I've been using is to create unseen objects every tick and then stop spawning them once the FPS drops to the desired amount.

  • I urge you to reconsider this decision not to make a communist Pacman.

  • 4, with wildly different development periods. In chronological order:

    #1 - Rebound - roughly 4 months development time

    #2 - Ascent - 5 months

    #3 - I'm not playing - 2 days

    #4 - Ninja Star - 1 month

    #5 - untitled shoot-em-up project - projected 2-3 years (currently in month 8)

  • Level designs!! For me, I won't say hate, but it gets realllllyyyy tiresome after a few dozens.

    First few levels....hehe this is so much fun

    about the 10th level.....I am going to test and challange the players mind!

    About the 20th level.......err...I'll just copy a few designs from the earlier and combine with some new.

    After the 30th level.......For Each (Level): copy, paste, mix

    Have you considered including less levels in your game, and just making each of those levels more packed with new ideas and perhaps more difficult so it takes the player equally as long to finish the game?

    I'm not sure how long a player would be kept interested with copy paste level design.

    I personally hate promotion the most. So much so that when I've developed a game I can't be bothered spreading it around and trying to get maximum exposure, I just start right away on making the next game instead.

    EDIT: just thought of another one: cleaning up code/logic that you created in a hurry just because you were so determined to get it work, that you didn't care HOW you got it to work! Ugh

  • I like listening to Nectarine and Scenesat demoscene radios. Demoscene and tracker music scratches a certain itch of mine, but also I myself compose using trackers, so listening to these radios give me musical inspiration.

    Your post is very interesting though MrGoatsnake. I think if I'm facing a problem that I can't seem to solve then I'll try it without the music.

  • Ashley Bump! A Set Period Offset action would be a great boon to my current project. Currently using awkward workarounds, like using the Wait action followed by Set Sine Active on the specific instances I want delayed, and it doesn't always get the intended effect.