ca59eb38-e0ad-4975-9634-a2379c986d93's Forum Posts

  • Arima Well, i am thinking that simply placing objects relative to the "parent" one would probably cause problems because there would be no collision checks, and even if those would be performed, how could i possibly know how to handle moving all of the other sprites?

    There's a couple of problems i see with this:

    1.) pairing the objects - probably the easiest part to do, can be performed as you suggested

    2.) checking for collisions - again, possible to do with little hassles, just simple events running for each objects

    3.) reacting to collisions - probably has something to do with calculating the total force working upon the "structure", by finding out the vectors for each of the individual objects and summing them, this, of course, means that acceleration, mass and whatnot should also be accounted for, as you'd need to apply the force to the "parent" object that is divided by the count of the objects, thus resulting in the closest possible reaction that would realistically happen (F=ma), but of course this only works assuming that the mass parameters for all of the objects are equal. If not, you also need to calculate where the center of mass is located and take it into account. See why i think that this will cause problems? >_>

    Either way, i thank you for your useful responses, however i was wondering if there's any post or thread where the inner workings of the C2 pin objects are described?

  • It's good to hear that there's a workaround for this (as for pretty much anything in CC).

    Also, if i have your attention already, would you know if there's an equivalent to the pin behaviour in C2, that would allow me to dynamically "link" objects together in CC as needed? Also, if this needs to be done manually, how would one handle the collisions, so that any collision affects all of the objects, even if there are multiple ones happening (some way of calculating force vectors with offsets and summing then together)?

  • As the title suggests, i am looking for a way to show simple, static images in the application mode, that doesn't require Directx 9. Is there a plugin for this, or a way to do it with existing objects?

  • Well, the gibs probably aren't procedural in the literal sense of the word (completely different fracture points each time), but the images representing the characters certainly are altered dynamically, as you can see in some of the images where gunshots take out whole areas of body parts (without severing them) and different layers "peel away".

    I might not have the latest version of the canvas plugin, but i feel that it is somewhat limiting, at least compared to what we had in CC. I'll have to check out the Paster plugin.

    If only we had the ability to properly manipulate files, then i could make my own custom file format that could contain character data and interpret it as needed. Webstorage / AJAX is just not the same, too many limitations, too much frustration

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Theoretically, yes.

    Practically, probably not. Personally i wouldn't bother trying to do that without a license.

  • Anyone here played an indie game called Cortex Command?

    It's a pretty broken, albeit fun 2d side scrolling shooter with fully destructible terrains AND characters, which IMO is its main selling point that sets it apart from most of the other games in the genre. I won't delve into describing in detail how the game's engine works, since that wouldn't get the point across that well, so here, have a couple of random animated .gif images showcasing some of the destruction possible:

    Seeing as this game is 2D and that Construct 2 is also made specifically for creating 2D games got me wondering:

    Would it be possible to recreate a dynamic damage system like this in C2?

    Now, obviously none of us have 11 years to spend making an engine this sophisticated and detailed (yes, that game did take that long to be developed), but i think that with the current state of C2 it might just be possible to pull off something in the spirit of CC, but in a simplified manner.

    So, the question that remains is: "WAT DO???"

    Well, this thread is made for discussing methods of how one might implement this and what problems one would encounter while doing so, so here's my ideas so far...

    Terrain.

    Possibly the simplest part of the puzzle, should be pretty straightforward to do.

    1.) I would approach this by creating a tilemap which would represent the whole game map, and once some sort of deformation would need to occur, i would clear the affected tiles and create sprites which have a physics behaviour in their place, and apply force or rotation to them as needed. Once their velocity drops below a certain threshold, i'd detect their position relative to the tilemap, create the specific tile in their location and destroy the sprites.

    Pros: Relatively simple implementation, decent performance and not very high memory use, should be pretty easy to save the map too.

    Cons: No support for rotation of the static tiles (does this even matter at smaller resolutions?).

    Vehicles and characters.

    This is where the problems begin. While making or characters that are composed of multiple parts (e.g. skeleton animations) and can also be broken up as needed should be possible, albeit a bit tricky to implement, the hard part is creating layers of armor / flesh, that can be removed dynamically.

    1.) One way to accomplish this would be by creating a file of some sorts, which contains information of what your characters are composed of (e.g. which pixels should be made out of flesh, which out of bones, where the eyes should be, where the internal organs or whatever other meaning you can think of giving to slightly differently colored pixels) and once a bullet impact happens, compare the location of the hit with the file and spawn a small, possibly a couple of pixels wide sprite at the location of impact, change its animation frame to the needed one and pin it to the character.

    Pros: Good resolution, no need to change the base character sprite.

    Cons: Performance gets progressively worse as more of these sprites are spawned, no ability to "erase" pixels of the base sprite, this sort of system would also be pretty complicated.

    2.) Another way that one could solve this issue would be to adjust the base sprite by loading it into the canvas, then applying any needed transformations and replacing the base sprite with the adjusted one.

    Pros: Ability to adjust the original sprite, without creating additional ones.

    Cons: Because of how C2 manages sprites, each character would need to have their own sprite (frame?), which makes this option impossible to use without terrible memory management issues, as this would probably have some ridiculous limitations on character numbers.

    3.) Also, one could possibly create a system similar to one described in the first character creation method, just instead of using sprites that represent whole character parts, use many smaller sprites to represent the pixels of each of the character sprites (a bit like making a character out of voxels) and modify these directly, as needed. One way to explain how this would work is to imagine a character represented by a tilemap, that can be rotated and moved (like a sprite). Although probably the most sophisticated method to implement, it would probably be the most versatile and closest to the system in Cortex Command.

    Pros: The most versatile and complete of the approaches listed.

    Cons: Hard to implement, and probably higher base memory usage, would need more CPU resources due to more sprites to manage.

    Ideas on how to do this in other ways? Your suggestions, things to look out for? Example .capx files, even?

  • *posts an image with a fancy font and claims that this cannot be done with the text object*

    Well, actually, you can use Webfonts. Or make your own fonts, for that matter... :/

  • Use the HTML plugin and embed the project within a rescaled page.

  • Okay, albeit i am awfully late, i had a quick look at this game of yours, here's what i changed:

    fixed player's bounding box

    fixed player's z-order

    fixed timer and score (resets on restart)

    made timer text more consistent

    fixed the bullet behaviour

    fixed the attack animations

    fixed the controls (s key fires now)

    fixed the monster pathfinding

    fixed the monster attack

    fixed the monster bounding box

    made the monsters have infinite movement loops

    tweaked the movement speeds

    made projectiles be destroyed when off-screen

    added damage to monster collisions with player

    fixed the minimap

    fixed the pause feature (you should have a "continue" button, however)

    fixed the monster and player destruction sprites

    tweaked the player and monster health

    To be honest, then i just got tired of messing around with this stuff, so i guess the damage and health bars will be up to someone else to implement properly. How the hell does someone manage to screw things up so badly in such a simple project? IMO it's a mess that should be discontinued. >_>

    Download (resaved as .caproj inside of .7z archive - roughly three times smaller filesize).

    https://dl.dropboxusercontent.com/u/80437109/this%20game%20of%20yours.7z

  • Give me the list of bugs you'd like fixed and i'll do it for you.

  • katzin Less than a day, i don't really remember how long, exactly.

    peterbot1970 Nice to hear that it all worked out for you.

  • The Thing Is Ive Tried Do Do The Tutorials For This Stuff And It Does Not Work

    It does - you just can't do it properly.

    What i'd do if i were you would be the following:

    1.) divide your background into multiple, tileable smaller images

    2.) have all of these images as a frame for a sprite object, but with no animation

    3.) have the sprite object move in the direction you want the background to scroll

    4.) once a certain Y value is reached, create another of the sprites, just increment the frames ("trigger once while true" might be a good condition for this)

    5.) once the sprite is off screen, delete it

    There's obviously more to this, such as setting multiple states, e.g. having the scrolling effect toggleable, but if you failed at doing the basic tutorials, i take it that this would be unnecessary for you entirely...

    If you'd like an example, a small game i made uses this sort of functionality - link.

    I made a clone of that game before it was cool... erm, repeated once too many times.

  • IMO there's a completely sufficient number of third party export options available:

    PhoneGap - free, supports Android 2.1+, cloud compilation, but no hardware acceleration

    CocoonJS - free (with premium features), supports Android 2.2+ (or 2,3+?), cloud compilation, links sent by e-mail, hardware acceleration

    Intel XDK - free, supports Android ?, hardware acceleration, but has some object limitations

    Intel Crosswalk - free, supports Android 4.0+, hardware acceleration, possibly the best performance of the bunch

  • I saw it on Newgrounds - how did it survive the rating section, is unknown to me... >_>

  • Okay, tested on my desktop:

    3 Ghz Intel Dual Core CPU, 4GB of RAM, a brand new spaking GeForce GTX650 - relatively stable framerate, slightly above 40 all the time when all of the features are enabled, sometimes dips below 40 when moving units, however in high 50s when the fog of war is turned off. Please note that this is done in a pretty high resolution of 1600x1050!