Byakko's Forum Posts

  • Purchasing a license, posting in the forum, rating and playing games etc.

    Not sure how much points specifically for doing each thing, but guessing the whole site monitors your activity. I just submitted the to arcade and got people playing/rating it, so I'm getting rep from that too now.

  • A super simple demo level of my final year project from last year. Didn't reach the scope I hoped, but the basic mechanics and aesthetic design are more or less in place. It was a good learning experience for working out the code in the spear throw and especially the AI of the deer (random animation timing and flight mechanics, tougher than I thought).

    Anyway, not nearly as complete as the other stuff here, but it's self-contained (level resets once you complete the objective). Hopefully I'll come back to it one day and really finish my vision.

    Have fun!

    http://www.scirra.com/arcade/addicting- ... of-us-demo

    Edit: Sweet, got my 500 rep and can put a working link now!

  • Well, the trouble with public showcasing. It's like an extended alpha test, and I had to go up and redo the file so many times >_<

    Anyway hopefully, it's (more or less) bug-free for now.

    mineet: The sprites and their animations are all mine, as well as the backgrounds. I only used some Google images for the buttons on the cave wall and first hunter-deer painting. Background elements are various seamless textures masked into shape in Photoshop.

    RandomFellow: Thank you! Honestly don't know why noone thought to exploit the aesthetic. Though I did spot one new iPhone game that uses cave painting style a bit, but not in the same way, a little more cartoony.

    Hopefully if nothing goes wrong with the exhibit, then I can upload the file to show how it works and moves. Thanks for the replies!

  • Well, this is what I submitted for my final year project presentation. It didn't reach the scope I wanted :( And I picked a really boneheaded method of presentation (FYI, don't depend on rear projections >_>)

    But I'm pretty happy with how the visuals came out. Also you can't hear it but there's a great percussion track from Incompetech in there.

    <img src="http://snag.gy/aLaWY.jpg" border="0" />

    <img src="http://snag.gy/D4EHj.jpg" border="0" />

    It's literally one level, but self-contained and has working mechanics. I'd like to upload it to the arcade, but is something this incomplete okay?

    Edit: Just my own note, but heh heh I feel so inadequate next to the 3D Unity game guys just in the next booth by me XD

    Wouldn't feel so bad if I had a decent screen (seriously FYI, rear projections mess with your colors so bad :()

  • Yeah, that's what I thought.

    The prob is that I'm not sure how 'masking' works in C2. I tried changing the blend mode to 'Destination Out', but sometimes this doesn't work and I have to fiddle different modes and different layers to get it to work like how the examples say they would.

    Also using a giant sprite as a 'mask' might just kinda erase all the gains I get from using a tiled background.

  • I was looking at the way Ashley says to do so in the tutorial: scirra.com/tutorials/253/how-to-make-a-platform-game/page-2

    Basically using the animation editor to make a grid-based layout.

    I was wondering whether using a tiled sprite instead, and then creating a masking layer, would work as well?

    My 'platforms' in my game are suppose to look more organic, and would use a tiled texture. I thought it would be faster to create whole layers of the texture, mask them to the shape I want, and then either use collision polygon or a separate collision box for them.

    Would it ultimately be more taxing on the game though? My platform is for PC, but would using so many effects to 'mask' the textures just bog my game down more?

  • Been using C2 every day for the last few weeks for a project. All the time it will not close, so now I have the habit of just opening the task manager and forcing it to close (it'll still say its not responding and to cancel).

  • Okay, the event sheet's a little of a mess but hopefully you can see where stuff goes where: dropbox.com/s/vf1mzigf3y4r38a/SpearDeer.capx

    Basic controls:

    Arrow keys to move around

    Hold Q for a bit to fire the spear (currently only facing right and isn't mirrored even when the player is facing left)

    The fired spear is different from the one pinned to the player sprite. Currently it spawns a duplicate physics-Spear.

    For me, I'm using Chrome to preview. Sometimes I refresh the browser itself, other times I go back to Construct and launch another preview.

    The lag only seems to affect the speed of the path of the Spear, the only physics object. Other things like the animated Deer, don't seem affected.

    Edit: Just updated the file. More physics objects that are pinned to the Deer to make the spear hits register. Doesn't change frequency of preview lag (in fact feels less than before, funnily enough).

    PS: Why does the forum session frequently 'expire' before 1min and I have to copy and paste my new post and post after refreshing the page within 5 seconds :S?

  • I don't have a lot of objects on my current demo (4 cloned enemies and one player character). I have only a physics object as a weapon.

    When previewing it in Chrome, sometimes the spear's movement lags, other times it works smoothly. They are the exact same layout refreshed multiple times in order to get it with no lag.

    I have no idea what's causing it. In Construct 2, it says my current layout just uses 10mb of memory currently.

    Anyone else gets irregular lags? I need to know exactly how fast or how laggy the weapon is or else I can't adjust my game properly.

    I can try uploading/exporting to web for people to preview on other browsers if that would help.

  • Currently I have a throwing animation + spear-Bullet that works well enough.

    But I can't get the arc to be correct. I have to simulate it by making the spear sprite rotate clockwise. The bullet sprite pretty much treats every sprite like its a uniform block or circle and there's no way to show where the 'weight' is, so it will just fly sideways.

    But it still never looks natural because I guess, the gravity is relative to the bottom of the layout and not the nearest solid (i.e. the current 'ground').

    The throwing shot is also a chargeable shot, for distance, so I have these equations to affect the bullet-Spear

    ...On Q release

    Spear > Set Bullet speed to Throw_Time*400

    Spear > Set Bullet acceleration to 800+(Throw_Time*400)

    Spear > Set Bullet gravity to 5000-(Throw_Time*300)

    Where Throw_Time is the time between Q pressed and released.

    And for the fake rotation:

    ...System > Spear_Thrown = 0

    .......Spear > Not Mirrored: Spear > Rotate 3 degrees clockwise

    .......Spear > Mirrored: Spear > Rotate -3 degrees clockwise

    Is there a way to calculate the nearest Solid object i.e. the current 'ground' and then make it calculate gravity in relation to it? The current fake rotation angle sometimes works smoothly, and sometimes doesn't.

    I know Physics is an option, but I'm wary of making it a physics object because it has to interact with non-physics objects, and I think that doesn't work? I have a Player sprite and the spear is attached to the hand of it, wouldn't the player have to be made a physics object too?

    I'm pretty far in, so I dunno if conversion to physics objects (plus because I have a lot of different image points) is a good idea :S

    Edit: Would extremely high gravity + higher scaling bullet speed + acceleration work in the formula?

  • Right, I forgot about the existence of containers at all, so I started using 'families' instead because I wanted pseudo-container behaviours.

    When I put all the parts of the Deer container together, would I still have to do the On Start Layout event where I spawn and pin all the associated collision boxes?

    Or after making the Deer-container, I just ctrl+drag to duplicate it throughout the layout and it'll be exactly the same?

  • dropbox.com/s/sblfm2znnm4x7hz/Working%20File4.capx

    Sorry it's a mess, but take a look at the DeerAi eventsheet, and also the part after the comment 'Spear collide behaviours'.

    Basically, I just added in the last part to DeerAi, which is what to do if the Deer family has the state "dead".

    Before that, everything worked properly, with the individual instances of the Deer family moving indepedently.

    However, now I want to have that, when the spear collides with either DmgHead or DmgBody (both are part of the Deer family), then the nearest entire 'Deer' instance would be set to "dead". With the state of "dead", then the Deer instance would stop moving and stop animating (for now because I don't have the 'death' animation ready).

    I don't know why this isn't working. In the main event sheet, it works with setting the collision boxes (DmgHead and DmgBody) every frame to follow the image points of each individual Deer instance.

    I think for reason, the Spear is setting the variable ('state') of all instances of the Deer family, but I have no idea why. I tried using Pick Nearest to the spear on collision, but that doesn't work either.

    Edit: I'm starting to think I confused a Container with Families <img src="smileys/smiley5.gif" border="0" align="middle" />

    I wanted the Collisionboxes + Image Box of my Deer to be together. I probably should have used containers over grouping together in a family.

  • Edit: Figured it out. Instead of using a While loop, just used an Every X second event + conditions and works fine. Same link is the updated file.

    But which would be better to modify? Set Bullet Speed or Set Bullet Gravity?

    I'm trying to make my character have a variable 'charge-up' throw action. Basically, longer I hold down a button (Q), the further away the bullet (a spear) would go.

    This is what I've got so far: dropbox.com/s/ke33nga8k8dgu9h/Q%20Shot.capx

    Use arrow keys to move around. Q readies the spear, and on release, release it. W to return the spear to re-throw it.

    I'm using a global variable (Throw_Time) to test how long Q is held down. Then I set it a While loop to add 1 to Throw_Time with a delay of 0.3 seconds.

    Then on release, I'm trying to set the bullet(spear) speed to (Throw_Time)*200

    But the speed never varies, no matter how long/short I hold Q.

    I think my While loop for Q isn't working, but I'm not sure :(

    Could someone check it out for me (there's a lot of various events in the event sheet but I tried to mark out the relevant part with comments).

    Edit: Is it because the While loop is adding to the global variable too fast?

  • I can't find a way to manipulate the 'repeat count' of an image in the event sheet, except as just repeating one animation loop. Unless I can set "random(x,y)" in the image editor?

    However, thank you for the "Trigger once while/when true" special condition! That was exactly what I was looking for! Since the looping animations I were using were 'always true' which was the problem! I needed this system condition to tell it to count only the moment the animation starts!

    So yeah, all working as intended now!

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  • Well the animation editor has a Repeat count/Repeat to property. If they can be controlled by the event sheet, it would solve a lot of problems. But I don't think it's possible?

    Edit: I eventually found a workaround that gets almost the same effect. But thanks, I'll try that when I get back to working on them.

    The thing is I tried rex's Duration and Timer plugins, which theoretically should work, but still caused this weird error where my Deer started headbanging erratically and the speed of the animations started going out of whack. As in, they were exceeding the speed I placed in their animation properties.

    I have no idea if it was because of some severe event conflict, or I found some kind of bug. It looked like it had something to do with using the 'Is animation playing' event with a looping animation and the action is "Wait X seconds"