C-7's Forum Posts

  • > blah blah

    >

    This seems like exactly what I need! Though how does the player.X>enemy.X+threshold work in event sheet? (Sorry if I am being tedious I am just trying to learn new things in construct 2 which could hopefully help me later.)

    The bullet behavior example would certainly work. Here's the same thing done with 8 direction (I limited it to 45 degree movement intervals, but you can do what you want, of course).

    [attachment=0:30flhqrd][/attachment:30flhqrd]

  • I actually do something similar for touch controls using 8 direction. Same principle.

    Pick a threshold (it will be an imaginary bounding box) for how close the enemies can get to the player. Say, if they get within 40 pixels of the player, they stop progressing. Otherwise, they keep moving.

    This is simple to set up. In this case, we decided threshold = 40.

    If player.X>enemy.X+threshold, simulate control "move right" for enemy.

    If player.X< enemy.X-threshold, simulate control "move left" for enemy.

    If player.Y>enemy.Y+threshold, simulate control "move down" for enemy.

    If player.Y<enemy.Y-threshold, simulate control "move up" for enemy.

    It will then move up, down, left, right, and any combination of those directions until it is within your threshold (40 pixels here). That way, they won't bunch up and overlap the player. You can have whatever offset you want.

  • As far as I'm aware, the issue is more with the editor limiting how many icons can be viewed due to windows. Every object has 3 icons (small, med, large) for use in the IDE. So multiple frames within the same object should not be a problem at all. But around 3,000 unique objects and you may start running into problems. So it isn't frames, but images that the editor must display. Disabling the icon cache under Misc. should fix it, though.

  • That's a great-looking trailer! Your game keeps looking better and better!

  • Yes, a game like that wouldn't even be a stretch for the engine. You'd, of course, have to produce all the assets and events, but it doesn't seem like anything even close to outside the scope of C2's capabilities.

  • Woohoo! Bought!

  • On your project properties, set filtering to Point instead of Linear. Also, depending on the type of game, pixel-rounding to On may help so you don't get sub-pixel movement.

  • Sounds promising! I hope the jank issue really is corrected, though it wasn't as impactful on my own game.

  • I don't believe Canvas 2D has any sort of memory management, which would explain why it ran like crap on your friend's non-webgl computer. Large layouts shouldn't be a problem with WebGL depending on how nuts you go. My bigger layouts in my RPG aren't huge, but still quite large. 12,000x12,000ish with about 11,000 objects. The CPU use isn't particularly low, but it runs very well and has run well enough on every PC I've tried it on.

  • Making a classic Final Fantasy/RPG maker type of RPG is not that hard, there are plenty of examples out there.

    On the other hand, games like Final Fantasy Tactics, X-Com or Fallout 2 etc, which have a grid system, is much harder to make. I don't know if Construct 2 is capable of making one.

    Yes it is. You would just have an array that corresponds with each grid cell on the map for tracking placements. But this type of game gets incredibly complex and would be best served with a team.

    As far as RPG's go, I think mine (Courier) is coming along nicely. Granted, it does not have a combat system (intentionally), but you still have the large, story-rich areas, quests, abilities, magic system, inventory, npc's, etc. C2 could handle more than what I'm doing, but I couldn't by myself, of course.

  • Cool roundup! I hope to see some really awesome C2 games in 2015!

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  • I'm approved. Apply at the link above, it takes a few months for most people to hear back. They'll contact you directly (either way, approved or not to my knowledge) and then you can get access to whatever you want or need. Dev kits cost money for all consoles.

  • There's nothing wrong with multiple/tons of layouts. I think it's a good way to go, really. But to do it all on one, you'll either have to have judicious use of layers or have events spawn in everything at once. Or, I suppose, you could line the levels all up and move the camera to different zones. But, really, is there a problem with having layouts for each thing?

  • Another Idea:

    Ambient Light

    Not the schadow light!

    Just use light-colored sprites set to Additive blend mode. Alternately, you can make a dark layer and use light sprites to mask/cut through it.

    You can do plenty of stuff with lighting in C2:

  • All of these are already doable with C2! Change the background color of a layer and set it to NOT transparent. TiAm showed the .exe export.

    Transitions are a little more difficult, but it's all there already. For a simple fade to black, have a black tiled background on your UI layer, fade it in with either opacity or fade behavior, then transition layouts at the end of it. For fancier ones, you would need to take a still image of the screen just before transitioning, load that at the start of the NEXT layout, and then fade it, do effects, slide it, etc out of the way.