Candescence's Forum Posts

  • You guys know I'm working on a Sonic engine for Construct, SO...

    Okay, for starters, here's the current version of the engine.

    Okay, so I've been trying to implement slope acceleration and deceleration, with pretty much no success whatsoever.

    The Sonic Physics Guide (to be specific, this section) uses a "Slope Factor (slp)" that is used with "slp*sin(angle)" and added to Sonic's speed at the beginning of every step. The results of my attempts at implementing this method have been... Varied. The regular value for "slp", 0.125, does nothing at all. This is mainly because Construct's "Custom Movement Behaviour" works with much larger values (for example, Sonic's 'normal' acceleration is 450). Moving the decimal point around to the right once so it's 1.25 doesn't do anything either. Move the decimal point to the right again, however, and suddenly when Sonic is angled to the left he goes incredibly fast and when angled to the right he stops in his tracks, no matter which direction he's facing. Naturally, this is because clockwise from 0 degrees is positive and counter-clockwise is negative.

    (Note that the default angle for when Sonic is NOT on a slope is 90 degrees. I merely reduce that by 90 when performing calculations.)

    More complicated methods I've tried have not worked either. I might be doing the Physics Guide method wrong somehow, but why that would be so hasn't quite hit me yet.

    If anyone could help me out, it would be very much appreciated. If any general programming guys might have an idea why I might be doing the Physics Guide method wrong, that would be awesome too.

  • HOLY (BEEP) ON A (BEEP) SANDVICH

    This is freaking awesome! The things you can do with Construct are absolutely incredible! Man...

  • A4 has been updated yet again.

    The updates aren't really remarkable, so it doesn't require a totally new version to go with it.

    Changes:

    * Added an intro and character select screen

    * Added a "variable jumping" function, so holding the button allows the player to minimise their jump with just a tap of the jump key.

    * Sonic will stop in his tracks properly when he hits a wall, you can't accelerate while against a wall.

    While two niggling issues I've wanted to fix are more or less fixed, there are still major physics issues...

    * Lack of slope acceleration/deceleration

    * Issues with slopes and what to actually do when Sonic doesn't have enough speed

    I think there's others, but they don't come to mind right now. If anyone has an ideas how how I can implement solutions for these, I'd be grateful. Problem is, though, the Sonic Physics Guide doesn't quite mesh well with the Construct way of doing things, well, not in this instance, anyway. For example, I tried to use the method described for slope acceleration/deceleration, but it just carks up no matter what. It's frustrating.

    If anyone can figure out a solution for slope acceleration/deceleration, I would be most grateful.

  • Aside from Dance Central and perhaps Sonic Free Riders? No, probably not at the moment.

  • Really awesome! Though... The day/night example needs some adjustment - for starters, the transition between dawn and normal day is too slow, and I mean WAY too slow, it should be full light much earlier. Also, sunset happens way too early, as well. I know it's an example, but... Yeah, it's only full daylight for, like, a few in-game hours at most.

  • Apparently, Assnage isn't actually an eccentric egomanic, contrary to reports...

    [quote:1710ftep]As for Assange, he is an impressive figure. Highly intelligent, articulate and deeply committed to his cause. And he certainly isn't in it for the money. For someone under immense pressure he was remarkably calm, focused and measured.

    Contrary to reports that he is an eccentric egomaniac, he gave every appearance of being good-tempered and humoured, ready to discuss issues and carefully consider advice. He is certainly a strategic thinker with a fair amount of political and media nous that has turned his organisation into a global phenomenon.

    Having entered into talks on the basis of confidentiality, I will not repeat his observations but I found him a highly engaging, thoughtful conversationalist.

    He pays close attention to political developments in Australia and has a keen sense of the importance of encouraging more openness.

    That article is certainly an interesting read on Assnage and how WikiLeaks operates.

  • Bah, I mostly envy you guys' art skills, haha. I'm pretty good at the programming part, though not amazing at it, by any means.

  • Oh, right... We'll keep using mmf though, as the game is meant to be sold. Thanks.

    Is this under the presumption that due to its open-source nature, you can't sell games created using Construct? Because it's quite false. Or am I misinterpreting what you said?

  • I don't think the water is pre-made, actually. The splashes from jumping in and out make this obvious.

  • Well, Saira (which is a very awesome indie game in its own right) has multiple methods for people to buy it, but I prefer Steam, because Steam is pure awesome. I think Saira was made in MMF2, but I'm not sure, though it definately has Steamworks integration, so it can be done in Construct. Steamworks is really awesome, you can update the game whenever, have achievements, in-game dashboard, Steam Cloud etc.

    Oh, yeah, and free advertising, don't forget about that.

    If Valve thinks your game is awesome, and is perfectly willing to let it onto Steam, they'll probably be willing to help out with Steamworks integration.

  • Yeah, Steam is a really good idea.

    Hmm... Steamworks integration with Construct?

  • Ah, thanks! This is much better!

    Okay, looks like the last thing we need is incorporating multiple tile sets, and then we're ready.

    But, I do concur with Shady - if we want to implement Tiled maps without it being too much of a hassle to test and stuff, we'll need a plugin.

    Edit: Here's a zip file containing all the files needed, plus an updated cap with not only the updated script, but a platforming thing to show that the collision does work.

    However, Python scripting in general epically fails in my own project, so I'm not gonna use it, and instead wait for someone to make a plugin.

  • However, irritatingly, alpha doesn't work because Construct doesn't seem to like the way Paint.Net saves alpha. I had to remove the black stuff manually. Ugh, what a pain. Don't use Paint.Net for alpha in PNGs, folks.

    Edit: Or GIMP either, apparently. God dammit. How the hell do you get proper alpha right off the bat with these things?

    Now, the next main problem to make this viable is Z-Order. In other words, layers. Oh, yeah, and collision, I forgot. You either want some things to collide, or some things to not collide, basically...

    ... Then again, for collision, you could just have a second tileset for collision stuff. That works well. Z-Order is still a problem, though.

    Edit: Also, you want to be able to work with multiple tile sets at once, and by consequence, multiple sprites. So, basically...

  • Tulamid's Colour Overlay Effect would make day/night systems a LOT easier, but... There's two main things to figure out.

    1. The exact colourations and intensities needed for certain stages of the day, such as dawn, sunset and night (the third one is already provided), and how they'd transition over the cycle

    2. Light sources "erasing" the effect at night.

    Obviously, the erase effect doesn't work well with Light objects, so... I'm kinda clueless on how to get the second working. Yeah.

    Current test cap for the night colouring, and a light source.

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  • Though... How the heck do you think you'd go about using this effect over multiple layers? I imagine it would require a canvas, but...

    Edit: I'm a complete retard. "Grab layout" does the job perfectly, the REAL problem is erasing the effect using light sources...