C-7's Forum Posts

  • Hmm I would have guessed it would have gone a bit more how I think of such things: Your idea is worthless without execution. Good ideas are EXTREMELY common. Great ideas are a dime a dozen. Fantastic execution--that's the rarity and what is actually important.

    It is also a little insulting, I suppose. The assumption that someone doing games all the time actually needs another thing to throw on the burner or that they really have the time to devote to someone else's mal-formed plan. Or, worse, that you think I'm incapable of coming up with an idea or that I don't have enough already.

    Hmm maybe I do agree with the article writer.

  • That looks really cool! Great job!

  • So my current plan is for a closed beta starting on May 24th. I have some testers lined up, but I need more! Anyone interested in playing around with the closed beta, drop me a pm or reply in this thread. I'd love to get some feedback before it all goes fully live!

  • I think I have a decently large project going with Courier, though it isn't anywhere near complete (and is releasing progressively anyways, so that's irrelevant). I haven't had any problems with C2 other than occasional crashes from running previews too often. The only tough things are updating audio tracks as far as I've noticed. And there are a couple small quirks to making an adaptive soundtrack work. It also isn't quite as easy to do team work on the coding aspect of it all, but that isn't an issue for me.

    If you are targeting a fully-2D finished product, I can't really find any reason NOT to use C2 unless there are some extremely different rendering things you find necessary. I'll be having a closed beta at the end of this month, so hopefully things pan out nicely.

  • I dunno, I'm really wary of anything Denis Dyack is involved with anymore. They (Silicon Knights, the company before this one) really blundered their last two projects and have had some very, very shady allegations quite often.

  • It's Music Time!

    Courier features an adaptive soundtrack, which means it seamlessly flows between different music based on where you are or what is happening. Here is the music for the outdoor portions of the first town, Pinesboro.

    Pinesboro Theme

  • I don't use a large, formal design document, but I do have documents that are used for reference. Like I have a big excel chart that tells me what every coordinate is in my arrays. It also has a list of all quests and which NPCs are involved. I have a flow chart for story progression, too. I draw out some maps, some puzzles, and a few other things. But a ore-planned design document? No.

  • I'm having trouble with this, too. There's a large amount of speech in my game and I set a single text object's text based on events. With the new auto-complete, it substitutes automatically from my library of objects. This makes typing regular text nearly impossible without typing double letters and backspacing to get around the auto-complete. Perhaps have it disabled within "" in set text?

  • Updated the plugin with scaling, let me know what you think :)

    I re-downloaded it again today and tossed it in to see what happens. Unfortunately, it still isn't placed properly. I realize its done through a modal, but it would be nice to be able to treat it like a sprite--ie, have it in the game world, properly z-ordered and scaled, and have it stay where it should with zooming. Building it into the game world like a billboard (in non-dishonest ways!) would be the holy grail, I believe.

    Current action: it isn't placed correctly for me regardless of zoom level, it moves around when zooming, jumps a little in place during scrolling. In any case, no option puts the ad where I placed it in the editor. This is possibly because my game is largely played at about 80% zoom, but zooming to 100% doesn't fix it, either.

    I'm not even all that worried about the z-ordering, since I would never want the ads obstructed by anything in my case, but the rest is quite important. I really hope to be able to use it some time!

  • I really wish I could... this would be a fantastic theme (remember, minimalism doesn't always mean simple or small). Courier demands my time.

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  • It could be that they are placed between pixels. Go to the view ribbon and set snap to 1x1 grid. Then select all of your objects, move them away a little and back again with the mouse. I've found anything placed between pixels has small visual issues--particularly at edges.

    Unless you have something else going wrong!

  • The "Manual" link at the top of the page, of course!

    It's actually quite helpful, isn't too dry, and is practical. It doesn't read like a manual, it reads like tutorials.

    There are essentially two types of conditions--they're all variations on those. Every Tick and Trigger Once. Every tick is something that is a process or continues over time (moving an object over time, for instance). Trigger Once happens when a certain condition is met once. You'll use other things like "is X> 40" or whatever to narrow it down. You can add "trigger once" under "system" to a normal event to make it happen once while that condition is true. Those two types of actions can build a game--and eventually you'll get fancier and add loops and arrays, etc.

    But read the manual, check some tutorials, look at the example files that come with C2. It's all helpful stuff.

    BTW, before you do it any other way, do all of your movement or anything that happens over time *dt (multiple by delta time). This will make your game smoother and framerate independent--which you want.

    Every Tick | Set X to (X+20) works, but now how you want. Will run differently on each computer.

    Every Tick | Set X to (X+150*dt) works how you want. Will run the same on any computer, is smooth.

  • This is actually quite simple. You need to add a small, invisible sprite to your game. I call it camera. Give it the "Scroll To" behavior. The game will always scroll instantly to that sprite, so you're really only concerned with how that sprite moves.

    +Every Tick | set camera position to

    ............lerp(camera.X, touch.X, 3*dt)

    ............lerp(camera.Y, touch.Y, 3*dt)

    Lerp does half the distance between the starting point (where the camera currently is) and where it should be (touch). This creates a natural deceleration the closer it gets to its target, and is extremely simple to set up. You can change the "3" to whatever you want. 3*dt means it will arrive in 1/3 of a second. Make it a bigger number to go faster, smaller to go slower (decimals even, if you wanted).

  • Here's the inside of the Inn (first floor). I'll populate it with some NPC's, but I'm just showing the map for now.

    <img src="http://www.adamprack.com/materials/inn1.png" border="0" />

    I would have picked modularity, but a debugger seems more essential and more immediately useful. That gets my vote!