C-7's Forum Posts

  • Short answer: You can't.

    Longer answer: It can be done with a lot of effort, but probably not the best choice.

  • It looks neat, CandyFace

    Those asteroids REALLY look like the troll face out of the corner of one's eye, though :-P

  • Thank you very much! It's been a ton of fun so far making this and finding ways to efficiently pull off as much as possible. I have some exciting news coming later this week for Courier, but I'm glad people are interested in my game!

  • rozpustelnik

    That looks incredible! I can't wait to see it in motion!

  • If you want it to jump there, just "On Key Pressed" set Sprite Y to Sprite.Y+10. Remember to only do this on trigger events and not continuous (ie, don't do it on "if key is down" but only on "on key pressed") or it will go on more than you want.

    If you want it to slide you'll need a little more, so let me know with C-7 if you want me to show how to do it smoothly.

  • I second the use of an invisible sprite as a pseudo camera. This gives you even more options including a smoothly-scrolling camera to make your game look silkier! Instead of Set position to Player.X, use lerp.

    Every Tick: Set Position to lerp(Camerasprite.X, Player.X+200, 7*dt), lerp(Camerasprite.Y, Player.Y, 7*dt)

    This opens it up quite a bit for you. You could even use a variable instead of "Player.X" and just call it CameraTarget. Then, if you want the camera to focus on something else, just change that variable once to something else. The currently-running camera positioning will still be in effect and it will smoothly switch over to the new object. Just change the CameraTarget variable back to the Player and you're back to regular gameplay.

    Also, using this in conjunction with LayoutScale can create some really neat things, but I'll spare you. More just hoping that people will see the solution in this thread and see they can take it further and do more.

  • I acually prefer absolute silence. It may be due to me making so much music a day, and also that I tend to analyze music while listening in order to learn new tricks.

    Yup. The only strange thing I get sometimes, though, is a desire to listen to music while I'm writing music. I don't do it, I know it's stupid, but I keep wanting to reach for something for some reason.

  • This looks pretty impressive! I'm glad some more people are committing to making some bigger stuff like this with C2. It's a fantastic tool!

    I don't know that I would go all the way back to early FF styles, but I do agree that the battle view is a bit tough to follow/too much. Maybe it's moving too much, maybe you can't see enough of the playfield at once. I would keep some camera movement and zooming intact, but maybe scaling it back a little to make it simpler to follow. Then, I think, you could really spend more time on flashier effects instead of crazy camera swoops. Or make the camera swoops less often so they feel more special.

    Regardless, I really like how this game is progressing and I look forward to seeing it all as the art is slowly replaced with the final stuff.

    PS: I sent you a PM, too.

  • Yes, perfectly doable. You have some learning ahead of you to set up your systems, but C2 would be more than capable.

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  • Thank you very much. very good explanation. But i still have a doubt. When i appply physics behaviour movement do i still have to use dt or is it already incorporated? For example, when i apply an impulse or force to an object, which makes it move, should i mutyply the force x dt?

    Kind regards,

    Anything that would be a single-shot or one-off, you would not use dt. You would only use it if you are constantly or gradually changing values.

  • Typing *dt really means "per second" for all practical and non-ridiculous intents. It is a way to make sure the game moves at just about the same rate regardless of performance. For instance, in a non-dt setting, typing Every tick: set X to object.x+5, it will add 5 to the object's x position every tick. Unfortunately, the rate of ticks between computers can vary quite a bit.

    So we would use dt instead. Every tick: set X to object.X+100*dt so it will move 100 pixels per second regardless of framerate (in nearly all cases). It works for all number values, so you can do the same thing with opacity, scale, scores, etc. And, since you now have a global value incorporated, you can change the rate of movement for everything (think slow-mo) by just changing the dt value at runtime in the system expressions. But the most common use is for smooth and consistent movement across different computers/platforms.

    Edit - Ah Cow ninja'd me.

  • It looks nice from the shot and description! I'll have to give it a look when I get home.

  • You might not be seeing it if it's instant (in the same event).

    Try On Click, create object, system>wait 0.5 seconds>destroy object

    It should show up then. It would be better to do fading and such, but getting it to just work is most important.

  • You're correct in your thinking of using an invisible sprite. There are a couple ways you can do the sequence of moves. I like having a variable I use for a timeline and changing that once the camera reaches where it needs to go. So when you want it to start, set Timeline=1. Then have an event going

    Timeline=1, Set Camerasprite.X to Camerasprite.X+100*dt.

    -----subevent: If Camerasprite.X > 650, set Timeline to 2

    And then conitinue with your second set of actions with Timeline = 2 and so on. You can modulate the X and Y position through adding or subtracting the amount you want per second (hence *dt in the event for 100 pixels per second gradually). You can also change the zoom level with System Scale doing the same stuff. You can even get fancier with your movements and use lerp instead of just adding or subtracting. Some people like using the bullet behavior on their moving sprite, but it is just as simple to not.

  • Just a quick shot of some waves: <img src="http://www.adamprack.com/materials/waves.jpg" border="0" />

    Which were surprisingly difficult to set up while preserving the integrity of the sky reflections and such.