Candescence's Forum Posts

  • http://www.sagexpo.org/

    Last day to play the games on display! Though the shows are mostly kinda lackluster, there's some gems in there. Sonic Construct Worlds and Digimon World: Legends, two of my own games, are also on show.

  • Um... About Linkman's isometric example before? It only works with 64x32 sized tiles or larger. It will not work with 32x16 tiles, a size I actually want to work with for my game. Back to square one, peeps.

    Edit: You know, for the visual aspect, maybe it would just be easier to have a Tiled plugin. Hell, it would be a sweet plugin for tiles in general.

    Edit2: Huh. Turns out all you need to do is set the grid to 16x8. Huh. Nevermind about the 32x16 tile problem, then.

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  • Oh. That makes sense, actually. I'll give it a try, see how it goes.

  • ... What. You have to make arrays for every index of the super you want to make it actually work? That's something I wanted to avoid having to do, to be quite frank. I don't see the point of it, it's just redundant.

  • Sorry for the double post, but I seriously believe I've found a major bug in the latest version of S. I've been trying to pick out indexes in base Supers, such as {"Party Members", 1, "Name"}, but every time I do, Construct crashes. This doesn't happen for supers inside those supers, such as {"Party Members", "Member", 1, "Name"}. It basically results in forcing the user to be redundant with their supers, when you shouldn't need to be.

    Fix, plz.

  • Ignore my previous complaint about the "basic stuff causes crashes" thing, I was doing it wrong, but the tutorials still crash.

  • Very pretty Candescence, I do very much like that sort of view point for graphics.

    Well, it's all from the Digimon World DS game, and I'm likely NOT going to use isometric tiles for the full thing, because they are a massive pain in the ass to work with as it is right now.

    Then again, if Davo included a Tiled plugin/object/whatever, I would likely change my mind in a heartbeat.

    Also, Jesus, you people are really putting the 3D Object to use, despite the fact that it's not really mean for proper use. XD

  • I've been trying out S again, now using the latest build, and pretty much all of the tutorial caps are now crashing. I was also trying to, well, do something as basic as call an index in an array using a variable to try and get a list-based inventory going, yet, well, that crashes Construct as well. I'm not sure whether the new build has screwed up S or it's just me, but...

  • Alright, while I wait for the new build, I've decided to start a side-project of sorts - a Digimon RPG fan-game.

    <img src="http://dl.dropbox.com/u/919275/DigiRPGPrototypeScreen.png">

    Right now, it's pretty much in the prototype stages, as no doubt I'll need an actual team to make a proper game outta this. It'll be based on the Digimon World DS games, with some additions. I'll make the overworld engine and battle system at least, first, before I actually try to form a team.

  • You know, Ash, maybe it would help a bit more if you guys got some extra help on the C2 project, at least to fill in for Dave. I imagine some people here would be glad to help out with the code... Providing that they know how to code in C++, of course. XD I'm learning C++ right now myself but nowhere near good enough to help out, so...

  • Well, I can't blame you guys for the skepticism. However...

    Subscribe to Construct videos now

    Also, apparently, according to news via Facebook, UD has been given actual funding and the go-ahead for development. It seems SOMEONE thinks its a good idea.

  • That's... Actually very clever. I never really though of that technique.

    Now, how to apply it in order to 'swap out' different sets of textures in a single layout... Like, you move from one area to another, and the textures of the area you go out from are unloaded, and the textures from the area you go in are loaded.

  • Dragged out from Damizean's Construct Sonic engine (which he hasn't been working on at all), which in turn came from Sonic Worlds. I'll probably replicate the level design of the test level from Sonic Worlds later when I've got all the basics down.

  • Okay, in a way, Sonic Construct Worlds has been 'cancelled'. Mainly because a straight port from MMF2 is too much of a hassle and Damizean's code, no offense to the guy, is way too complex - from speaking from the guys in the chat, we came to the conclusion that making an engine from scratch using the Custom Movement behavior would be easier.

    For the most part, that's been more or less true. Though, most of the time I've spent working on this has been due to a hang-up thanks to a problem involving Sonic not sticking to slopes, and thus I've practically wasted weeks of time over this, but I digress. Might as well release the current version, since I have all of Sonic's basic actions implemented.

    <img src="http://img683.imageshack.us/img683/3755/scwcfirstscreen.png">

    Sonic Engine - Custom Movement Edition: "Alpha 4" Download Link

    ___________________________________________

    TODO/Problems to fix:

    ???????????????????????????????????????????

    TODO:

    • Implement skidding
    • Implement Tails and Knuckles
    • Get someone to help me tweak the utter hell out of it so it emulates the classic physics to a tee.

    BUGS AND STUFF:

    • If the player hits the end of a slope going upwards, and the ground in front is at a lower angle, the player flies off like it is a ramp. This obviously should not happen.
    • The player occasionally stops for no reason at the top of a loop. Or, to be more accurate, he 'snags' at the start of the next part of the loop.
    • The player can stop in the middle of a loop, sometimes, and simply stand there as if gravity does not apply.
  • Okay, this looks amazing.

    Which reminds me, I really should continue working on my Sonic engine... Maybe I should just ignore the problem I've got at the moment and work on other things until a solution comes up.