bscarl88's Forum Posts

  • What I tried to do, is create a "Players" Family, and assign all platform movement code to the family (running, jumping, climbing). Then I'd only have to program each character's individual attack 1-4. Lets say I have 8 different characters, I would have each of those in the "Players" family. The Players family has a variable called ControllerID, which is assigned to a Controller ID when a player clicks on a character at character select.

    What I can't figure out is how to get that controller to only work for the player that has it's ID assigned to them. Any ideas? You can tell I'm stuck with a brain fart, below is the farthest my logic got haha.

  • DESKTOP ONLY, no mobile

    I'm attempting a platformer and would like to build levels to navigate around that are similar in size to that of risk of rain. I'll be using higher resolution images, and screen size of most likely 1280x720. My question is, is it better to have one tile map covering the whole layout size, or would it be best to use multiple tile maps as landmasses and connect them together?

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  • bump fast board

  • Couple questions... Planning on a steam Greenlight release and doing a 4 player co-op game platforming game. We'd do couch co-op first, release as early access, then add online Multiplayer support. Risk of Rain is inspiring the idea behind the game, so pretend I'm just remaking that in C2 lol. My questions are:

    • How do you program for a multiple controllers/keyboards, and so each controller only affects that person's character? (speaking strictly for couch co-op). Are there any tutorials I could follow for this?
    • Is online multiplayer feasible for C2 yet? Last I checked over a year ago it still wasn't very well done.

    -Am I stepping into a mess if I create couch co-op first, then try to add multiplayer? Or should I plan multi from the beginning, or can I add that on last without much issue?

    -If I buy a template off of the store, I can't add to it my code right? I remember you couldn't just import other projects into eachother

    Thanks for the answers and suggestions!

  • I definitely should have snagged that deal while it was there, but I missed it either way, C2 seems to have everything I need, and it's waaaay too easy to work with to not be considered for my projects. I was fed up after doing my first two games, but that's because I was doing them for mobile and had HUGE performance issues with both. I doubt I'll have these issues if I'm just planning on exporting to PC (steam). Unity seems like it would take waaaaaay too long to get a project done as an independent developer. I only wanted to learn unity so I could feel like a real programmer, using an actual programming language, but I guess I'll just have to swallow my pride a little haha

  • yup, a lot of my ideas require couch co-op and online play

  • Have you tested a portion? Do you have GameMaker to try out? If your not interested in the bundle I can give you my redemption code for pro don't need it already have pro just wanted the android export module.

    Ive tried Gamemaker, it just doesn't seem like ill be as fast as I am with C2. And if theres no benefit of using GM for PC over C2, I'll probably just stick to C2. The only thing I can think of, is last time I checked C2 isn't good with online play, and couch co-op seems to not be a big focus. If GM is better for those two options, maybe I'll try it out.

  • If it working for you why not? Alot of people like to have options. GameMaker is nice for something different. I find myself booting up C2 more often then anything else. Unity has 2D feature but I only look at them for 3d things. It looks like alot of work just to do simple stuff in 2D. But I am an impatient person.

    I think that's my best bet. PC doesn't suffer from the memory restrictions like exporting to mobile right? So my images won't round up to the next power of 2?

  • What if I'm just focused on PC games to release on Steam? I know C2 very well, but I'm interested in taking my development skills to the next level and do Unity (been doing tutorials) but I'm realizing how much more effort it's going to be to learn Unity, Scripting, and do the game I want all in Unity by myself. If C2 doesn't have performance problems on PC for a large map RPGs should I stick with it?

  • I have a demo that allows me to do the basics. https://dl.dropboxusercontent.com/u/104143348/Water%20Park%20Game/index.html

    --3 levels setup, and you can try each one by clicking on either the scuba or umbrella icon.

    --Can be played on mobile with 1 touch.

    Next I'm trying to figure out how I should program the main level so it's more like banana kong? Banana Kong has a setup that makes a series of different navigatable landscapes. I've done random platformer tile generation, but this a bit different as I would be setting up larger more complex platforms.

  • heater19 I haven't been able to find anything either. This keeps happening though and is making it more difficult to get any progress in my file. Looks like it's getting time to swap engines for my projects for me. I just hope I can get the few projects I'm almost finished with done

  • Thanks for the info and tips Nesteris!

    purplemonkey

    Wow, that looks fantastic! That's in C2 right? Would you mind if I bumped questions off of you some time?

    Do each of those videos take up the whole 10k layout? and does each 10K Layout have fully wide 10K hand drawn backgrounds and backdrops? They look like huge scrolling images which is my biggest concern

  • I've been doing game design and development for about 3 years now and have a few released apps. I'll be able to handle character attacks, combos, blocking, dodging etc. The only thing I haven't done is predefined levels and layouts as all of my games have either been small arcade ones or infinitely proceduraly generated games

    Nesteris are you saying it's a bad idea to do it in C2? I'd like to do it in Unity, but it's a lot for a one man programming team to do, which Is why I would like to do it in C2 to take away some overhead, and I've become pretty darn good at C2 as well.

  • sqiddster : good idea, It will be a native PC export, as I'd like to get it on steam. Are there any tutorials on how to effectively design a 2.5D beatmup like castle crashers, golden axe, streets of rage esque?

  • but they seem to have a lot of distinct platforms for when you're going up/down as well. Like each platfrom object can be 1024x576 but he has hand drawn tons of variations of them. Also, the ground that stretches across the whole level looks like one giant hand drawn road.

    http://bulk2.destructoid.com/ul/225543-Dust-Header.jpg

    http://www.guiamania.com/wp-content/upl ... 00x281.jpg

    http://images.gamersyde.com/image_dust_ ... 0_0008.jpg