Candescence's Forum Posts

  • Alright, I made a quick tile map, with a tilesheet, the native Tiled file, and an XML file.

    Let's see if we can get this working via events and/or Python.

  • Okay... I might prepare a quick tile map and tile sheet, and send the whole thing over to you so you can try your hand at doing it with events, I probably wouldn't be able to figure it out, myself.

  • This is pretty much THE reason why I've been clamoring for a Tiled Plugin for a while, now. It would certainly make tile-based level design a LOT easier.

  • Sonic Construct Worlds Alpha 4!

    Additions:

    * Additional skins - S3 Sonic, Tails and Knuckles. Super Sonic is also there, but he's not usable at the moment. No additional abilities as of yet.

    * A multiplayer prototype is up and running, allowing for theoretically up to 10 players.

    Bugs/Problems:

    * Unfortunately, the multiplayer prototype has made a nasty problem rear its head - the current method of utilising 'loop layers' is more or less useless with more than one player.

    * It's also caused the shields to not destroy themselves when replaced or the user is damaged.

  • The jumping problem in the Clock Tower just got hotfixed (download the zip again), it's the Player object's variables that's the problem, the general events for jumping and acceleration are now fixed to the player's variables so it's easier to adjust, which I forgot to mention earlier. The variables are pretty much the same between levels, now.

  • Thanks for the help, mate! I was wondering why it wouldn't randomise the ring spray properly...

    Zip file with a collection of sprites used in the SCW so far. Will expand as I add more stuff.

    Also, ANOTHER UPDATE. It's a small one, but...

    Changelog:

    * Changed ring spray to random 'angle of motion' instead of 'angle', so now rings spray all over the place randomly.

    * Added changing animation speed for running, so it corresponds to movement speed.

    * Tried testing out keeping the player's movement on a moving platform so the player moves along with the platform. Didn't work too well. God damn, gonna need some help on this one.

    Same download link as before.

  • New update to the engine. Not much, but it's something, at least.

    Changes:

    * Tweaked the "fall off slope" mechanics and implemented rolling momentum... Somewhat. It works, but not very well. Clearly, I'm gonna have to figure out something else, because the Sonic Physics Guide way of slope friction isn't working.

    * Implemented five monitors - 10 Ring, Normal Shield, Fire Shield, Magnetic Shield, and Bubble Shield. The shields are also implemented, sans the insta-shield, though they don't do anything special other than damage protection. YET.

  • It really depends on what type of shooter you're aiming for. Bullet Hell? Shoot upwards, because you need to focus more on dodging bullets than actually firing. Something like Geometry Wars, of course, is more suited to multi-directional fire.

  • Sounds cool, but I would also advise making an export to image feature in the meantime, so the animations are at least usable even in programs that aren't integrated to it, and people would be a bit more motivated to spread the word and want plugins for their favourite game-making programs.

  • This looks like pure awesome! Character mapping is an especially impressive feature. One question, though - can you have multiple character maps active at one time? For example, separate sets of swords, shields and armor.

    But, in any case, I really want to see a Construct plugin for this tool made, as well! I hope you find a coder who's willing to do it!

  • This is gonna be incredible. It's a Chahi game, and I believe he's hit it out of the park yet again.

    And it's a downloadable game, too. Holy crap.

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  • Well, if you want to sell your game and you don't have access to Android or iPhone or consoles or whatever, it's not out of the question to try Steam, which already supports Mac as well as Windows. Games like Saira, VVVVV and Eversion (the higher-res version) are on there, it's just a matter of convincing Valve that your game is good enough to put on the store. Though, I wonder how one would integrate Steamworks with Construct-made games, however... Though, if Nifflas could do it with Saira (which I think is an MMF2 game... I'm not sure, though)...

    Though, there's plenty of avenues to sell one's games, the challenge is getting it noticed.

  • For Metroidvania games like the recent Castlevanias, this FAQ has a wonderful insight into damage calculations for Castlevania: Symphony of the Night, just look at the "Combat Mechanics" section:

    http://www.gamefaqs.com/ps/196885-castl ... /faqs/3789

    Also, this Castlevania: Order of Ecclesia FAQ has a quick overview of that game's stats, their growth with each level, and what they do:

    http://www.gamefaqs.com/ds/945837-castl ... faqs/54659

    [quote:2bff7gk3]Level up and Stats - leveling up is pretty easy hit the exp required for the

    next level, but if you want to know the stats of an unequip Lv.96 Shonoa you

    can follow this table below just rember .5 or lower is rounded down and .6 or

    higher is rounded up.

    Stat Effect Growth Calculation

    +----+-----------------------------------------+------------------+

    |ATK |Damage dealt from main glyphs |None |

    | |(this stat is determined from STR or INT)| |

    +----+-----------------------------------------+------------------+

    |DEF |Damage taken from phisical attacks |None |

    +----+-----------------------------------------+------------------+

    |STR |Increase ATK + 1 for every 2 points |5 + (0.7 x LEVEL) |

    +----+-----------------------------------------+------------------+

    |CON |Increase DEF + 1 for every 2 points |4 + (0.5 x LEVEL) |

    +----+-----------------------------------------+------------------+

    |INT |Increase ATK + 1 for every 2 points |5 + (0.6 x LEVEL) |

    +----+-----------------------------------------+------------------+

    |MND |Increase Shanoa's magic defence |3 + (0.4 x LEVEL) |

    +----+-----------------------------------------+------------------+

    |LCK |Affects item, glyph, and rare treasure |2 + (0.3 x LEVEL) |

    | |box apperance | |

    +----+-----------------------------------------+------------------+

    How to use this table is simple just figure what lv you want to be at like 96

    then do the formaly above for each stat (example str is 5 + (0.7 x 96)=72.2

    round down in this case which is 72 while luck is 2 + (0.3 x 96)=30.8 rounded

    up is 31)

    Sorry about the formatting, I don't think I can fix that.

  • I like the idea of being able to export to Wii homebrew. While it does seem rather weird, installing homebrew on the Wii is pretty damn simple, and there's an open-source set of libraries for Wii homebrew development. (Though, for some reason, I can't vote. ) It's mostly for the novelty of it, though WiiMote intergration might be a sweet bonus.

    However, if not, go with Mac or Lunix. You can't go wrong there, really. But if you're going for web integration, don't use Flash. Please. Flash is a terrible thing, slow as hell. The only reason it's the de-facto standard for web games is because early versions of Java, which should have filled the niche of web-based games that Flash mostly owns, were so slow and so unnatural looking that Flash actually looked good in comparison, and by the time they fixed the problems, Flash had already caught on. Construct might as well have its web plugin like Unity has, unless you want Flash dragging it down severely.

  • Dunno how I ended up posting in the wrong section...

    Sonic Construct Worlds SAGE 2010 Booth

    <img src="http://dl.dropbox.com/u/919275/Screenshots/SCWScreen.png"><img src="http://dl.dropbox.com/u/919275/Screenshots/ClockTower1.png"><img src="http://dl.dropbox.com/u/919275/Screenshots/ClockTower2.png"><img src="http://dl.dropbox.com/u/919275/Screenshots/ClockTower3.png"><img src="http://dl.dropbox.com/u/919275/Screenshots/ClockTower4.png"><img src="http://dl.dropbox.com/u/919275/Screenshots/ClockTower5.png"><img src="http://dl.dropbox.com/u/919275/Screenshots/ClockTower6.png"><img src="http://dl.dropbox.com/u/919275/Screenshots/ClockTower7.png">

    As one of my two showings at SAGE, I have my newest version of Sonic Construct Worlds - more condensed and functional than ever! And it comes with two levels - the basic test level, and the Clock Tower, a Castlevania-based level that has Sonic run in, and run out, while dodging enemies and Death along the way.

    Current Features:

    * On Step movement, and automatic velocity angle change. I couldn't have done it without Davo's additions!

    * Sonic 2-level movement functionality.

    * Loops and stuff!

    * Platforms!

    * Rings!

    * And did I mention it's open source?

    Basically, the whole engine is open for people to get into and improve. I intend to iron out all the bugs, tighten up the momentum stuff, and all that jazz.

    So, enjoy!