Candescence's Forum Posts

  • I posted this before, but basically you are looking for a shader that does shadow casting.

    http://greweb.me/2012/05/illuminated-js-2d-lights-and-shadows-rendering-engine-for-html5-applications/

    This guy has a head start on it.

    Okay, Illuminated.js looks amazing. Considering it's an open-source plugin, I imagine all Ashley would have to do is integrate it into how Construct 2 does things. If he doesn't already know about it, he should.

  • Looking back on this thread, I've been playing Mark of the Ninja lately, and what strikes me is how it uses dynamic lighting. Finding examples is pretty easy, google images has plenty. The lighting itself is somewhat cone-based and has a 'textured' look, but it can be 'blocked' by solid objects, like the lighting from Construct Classic.

    Remember how the light object and the shadow behaviour from Construct Classic worked? I've already stated how I think they could be greatly expanded upon in concept in Construct 2, but I also think Using polygon-based lighting instead of cell-based is a reasonable compromise. Since sprites in Construct 2 already use polygons for collisions, it would probably be far less computationally expensive and much easier to do than cell-based lighting.

    I know I like to keep bringing up Starbound, but this is incredibly cool stuff:

    <img src="http://www.abload.de/img/starsrourw.gif" border="0">

    <img src="http://i.minus.com/dpYoU9h0gaF98/Starbound%20Day%20Cycle.gif" border="0">

    <img src="http://i.minus.com/dtzx3VUL8rfnu/Starbound%20Lighting%201.gif" border="0">

    <img src="http://i.minus.com/djWrYgW05S0kL/Starbound%20Lighting%202.gif" border="0">

    And you don't really need cell-by-cell lighting to replicate the same results (aside from the way the light 'penetrates' into the ground, but still).

    Now, the thing is with such lighting solutions, good luck trying to make them work with just events. I think it would be a good idea for an official or unofficial plugin to be developed for polygon-based lighting, with as many options as possible for what developers want with lighting in their games, whether it be pitch-black darkness in absence of light, or just low light for stuff like stealth-based games.

    I'd also like stuff like specifying image points for the 'origin' of the light itself, like a light attached to a gun, for example (as shown in Mark of the Ninja), and also being able to adjust the angle of the light without changing the angle of the object itself (those last two suggestions I also want to see applied to the Line of Sight behaviour).

    So, yeah. Polygon or grid-based, I don't mind as long as it works well, I just want a good lighting solution, dangit.

  • Games with multiple save slots typically display certain stats in that particular save slot, such as time played, character level, level/location, progress percentage, among other things.

    Thing is, I'm not sure how to actually do that with the save system, if at all. Is it possible, and if so, how?

  • Actually, to be more specific, I meant being able go from a double-jump to a wall-jump and then do another double-jump after jumping off a wall, if that makes sense to you. You can pretty much do that in the later Mega Man X games with Zero, if I recall.

    Also, I just remembered, having a variable to control wall-slide speed (for example, some characters may slide down walls quicker, and you could press down to slide down quicker, like in the Mega Man Zero games).

  • Well, wasn't expecting to find this. This looks good, though I think the lack of being able to double-jump after wall-jumping is jarring, but I've also got some recommendations:

    • Crouching... Erm, I don't think that's really needed in a behaviour. All it really is is mainly just a change in animation and collision and, depending on whether the player can move while doing so, not move or just move slowly. Nothing a couple of variables can't do. Basic as hell.
    • As said, being able to double-jump after wall-jumping.
    • Multi-jump, up to any number of jumps.
    • Being able to adjust the angle and force of a wall-jump (for stuff like Mega Man X-style wall-jumping, for example).
    • Ledge-hanging.
    • Dashing, and having multiple options for dashing (such as locking movement controls, a timer on the dash duration if desired, etc).
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    Geez, what's with all the multiplayer votes? It's going to be very difficult to implement, and who knows how good any sort of implementation is going to be. I personally think that should wait.

    Modularity and debugging are certainly high on my list, though I do recommend tile map support, which I voted for. Support for the most widely-used tilemapping editors would go a long, long way, and as well, Tiled recently implemented a Terrain tool, which enables easy transitions between types of tiles (water, sand, grass, dirt, stone, etc). As someone who works with tiles, tilemap support would be an absolute godsend.

    I'd definitely say tilemaps, debugging and modularity should be done first. Multiplayer can come much, much later.

  • I thought I wasn't gonna be able to figure something out for the Newgrounds comp, but it turns out I had a bit of an idea. It's yet another Breakout clone, but with the 'endless game' style. So far, there's no music, three power-ups, and the collision's a bit janky, but it's getting there.

    Also, the assets are entirely open-source, found on Opengameart.org.

    <img src="https://dl.dropboxusercontent.com/u/919275/Block%20Tower%20Breakdown/Screenshot.png" border="0">

    Play the game here.

    I'll probably upload the full game up onto the arcade later once it's more feature-complete, and update it as I go, and then I'll submit it to Newgrounds once I'm satisfied.

  • I personally think this behavior would have to be done from the ground-up anyway, so making things more modular in nature would help with bug-testing and the like.

  • For all we know, this might be on Ashley's to-do list, but in any case...

    Basically, the idea behind this is having a platform behavior that incorporates various functions that are either common in platformers or useful to have. Though my main desire is to be able to create a platformer with physics similar to Sonic the Hedgehog (which I have tried and failed miserably multiple times), I want to be able to see the creation of a behavior that covers the needs of as many people trying to make platformers as possible. It's not a 'replacement' for the official platform behaviour, but just an option.

    So, with that in mind, potential feature list:

    Potential features are open to request, and I'd really like to be able to get someone on board to create something like this.

  • Another update, including a basic saving system allowing the map to be automatically updated once the array is loaded from JSON. Problem is, there's a couple of annoying issues, such as part of the non-explored map appearing properly, same with the contents icons. I'm trying to debug and figure out how to fix them right now, but it's a bit frustrating.

  • Updated the .capx with a couple of extras:

    * Grid visibility is now affected by a couple of variables. For example, some parts of the map may already be revealed in certain circumstances (like data stations in Super Metroid).

    * Opening the map pauses the game.

    * Tried experimenting with using colour effects. Didn't quite get what I was going for, but, eh.

    Edit: More changes!

    * Implemented an additional 'layer' of icons for stuff like save rooms, nav rooms, rooms with items, etc.

    * Sped up the sine fading on the player icon to make it easier to see stuff behind it.

  • Alright, I've finally made some progress on this thing. Here's what I've got so far, it's not actually that complex, but it does require families.

    Map.Capx

    Basically, rather than taking a collision-based approach to it, I've used the player's position as a reference for where it should be on the map and which parts of the map are explored.

    It's based around setting up the 'grid' in the level editor first, but in theory it could be set up in reverse in the exact same manner. But I prefer it like this, for now, as it's much easier to plan out and build your layouts in that way, as the map will generate itself accordingly.

    It's a bit basic so far, you gotta hold down the 'm' key to show the map, and the map won't update until you reach the top-left corner for some reason, but it's a start.

    Edit: Nevermind, found the issue. It's working perfectly. Now, to update the cap with documentation...

  • I've been wondering about what kind of 'base' resolution is ideal for a widescreen game, actually, especially one with high-quality art assets. It's a bit tricky to figure it out, to say the least.

    Sorry to drag up the thread again, but any idea on how to get the example to work with what I'm trying to do? I've got a time system based around the fact that 24 hours is 1440 minutes, and converting those minutes to 24 and 12 hour time accordingly.

    https://dl.dropbox.com/u/919275/24%2612HourTime.capx

    As well, are there any shader effects that would be useful?

  • I've tried the example scml with the C2 platformer template, and I've noticed that the scml animation object lags behind the actual player object, which is rather odd. It's specially noticable if you zoom in.