CF78's Forum Posts

  • Hey everyone!

    It's been some time since I have had time to work on my project. Picking up where I left off from 8 months ago has been a bit of a struggle with all the new features and fixes to C2.

    I have a family called zapper which contains two animations. One "zapBeam" and another called "beamEmiter" they work together to create a zapper within my game that kills the player. There are multiple "zappers" on the map. They work just fine as is, but I am trying to have it where they all fire randomly from each other. As they are now, they all fire at the same time. Not sure how to go about randomizing them, or if I went about this in the wrong way.

    I have included a screen shot to show how I am handling this event.

    <img src="http://facecjf.com/img/zapper.jpg" border="0" />

    "zapTime" is a variable that handles the time of the zapper state... on and off so to speak.

    Perhaps another set of eyes will shed some light on my mistakes.

    Thanks in advance!

    Chris

  • Thanks Ashley!

  • Same here +1 The data error is different each time but the 'Platform_behavior.js' line 135 is the same.

  • czar Thanks for feedback. I remapped the enter and arrow keys for menu selection. I do however, need to build out a tutorial, for the first few levels to better explain the mechanics, and what to do.

    Mulkaccino I increased the glow radius. Helps out a bunch.

    I updated the demo with the above mentioned, along with reducing when the particles fall off the player. I found that how it was before caused the player to sometimes catch on the particles/bullet behavior. I also added a a trail/blur when using the speed boost.

    Just revisit and refresh browsers.

    Time to make some explaination levels.

  • Thanks for the feedback. This isn't the first time I have heard this.. How much bigger are you thinking? Just trying to get a bunch of opinions.

    I have also thought about making that a difficulty option. Not sure yet at this point.

  • Great start on this! Very challenging (which is awesome) Can not wait to see more.

    One thing I would recommend is to recess the ground spikes. It's kinda annoying to die when running into them.. Just my opinion.

  • Thank you for the feedback and for playing! I agree the jumping can be a challenge to master. Especially with a keyboard.. When making it I used JoyToPlay and a PS3 controller, which makes a world of difference. Waiting on a Xbox controller to enable the gamepad functionality within construct.

    Thanks again!

  • LOL love the voices!

  • Hey everyone,

    This started off as an experiment, while playing around with "dynamic" shadows for my game �Emo Guy� (Which has been shelved due to poor planning on my part and a massive loss of interest.) I have been reading and reading and reading up on the use of dynamic shadows. Unfortunately at present this is can be achieved with some cleaver imaging and positioning, or with the use of the Canvas plug-in and Turning off WebGL. This isn't the most elegant way to achieve this, but I figured I would attempt to create something using R0J0hound 's example, since I'm a sucker for dynamic lighting and shadows on 2D games.

    Played around, pulled hair out, and came up with a quick little game w/ shadows. I showed my progress to a roommate and to my surprise he was not listening to a word I was saying when explaining the game, for he was like a little kid playing Mario. He immediately requested more levels after an hour of play and wanted some added mechanics like wall jumps. It then dawned on me that I basically made a SMB clone.

    RGB

    You are a fragile pixel that is called on when a display goes out. The cause of the outage is bad pixels.

    There are 3 bad pixels spread out through each level.

    Each jump takes a little bit off your health/brightness.

    Hard Lands from jumping too high will result in a increased brightness loss.

    High jump falls - result in death.

    Each pixel grab changes your color in order of RGB - Red, Green, Blue

    There are laser/beam traps that you must avoid and time to advance or to obtain a bad pixel, along with gaps and pitfalls.

    Controls:

    WASD = Left Right - in game : Up, Down - at menu

    Space = jump

    N = Speed Boost

    P = Pause

    You can jump off walls � Max 2 jump offs

    If you use JoyToKey for controller mapping, you will be 10x more pleased with gameplay.

    Scoring is based on Total deaths and hard lands. Lowest score is ultimately the best score.

    RGB DEMO

    *Note: jumps height/deaths with shadows on, on ill equipped hardware, can result in unrecorded deaths or weird random deaths. This is a result of the fall height mechanics being directly effected by FPS. If you experience this, the best fix is to turn off shadows in the options menu. They are OFF by default.

    Tested Browsers: Chrome... Use Chrome

    I tested two PC platforms.

    Laptop: i5 and Intel w/ integrated graphics : Shadows on, is a bit laggy 30FPS

    Desktop: Xeon and 2GB nvidia GTX650ti : No issues 60 FPS

    Credits for shadows:

    Shadows: R0J0hound - Shadows capx

    Canvas Plugin: R0J0hound - Canvas Plugin

    Still A WIP, but Let me know what ya think and if you find any issues or glitches.

    Thanks!

    Chrisfacecjf2013-03-09 15:39:38

  • I wish people would give it a rest on the HTML5 & C2 bashing. It's new. Since it's inception it has been picking up steam. Much like all of the technologies that are current. They were once new, and had limitations. You have to be creative to overcome some of these limitations. I for instance have been coming up with clever graphic tricks to emulate effects (which I feel are being to heavily relied on) I use effects during early stages of my prototyping, and swap them out for animations, and graphics. I try my best to not have to use WebGL, or effects that require it.

    For mobile I understand the frustration but I feel it's being directed poorly, considering HTML5 is so new especially for mobile. PC browsers just recently started supporting it, and many still don't. Google's push of chrome/WebGL is a hint of things to come.

    The market is calling for these types of games... OUYA, Steam, etc... So it's obvious that all of these current limitations will be a thing of the past. Just give it a bit more time.

    Just my 2 cents

  • Thanks R0J0hound for the reply.

    So you can call another version of your game from an options screen within your game? Like graphics settings and options.

  • I searched around and haven't found an answer, is it possible to turn on and off WebGL, say from an options screen before game play?

    Thanks

    Chris

  • Nice! <img src="smileys/smiley32.gif" border="0" align="middle" />

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  • This is an interesting thread. I've been using C2 for a little over a month. I love it. I tried unity, gamemaker, etc.. C2 was the most intuitive and quickest to pick up. I tried CC as well (cause I wanted shaders and lighting) but found it tougher. Mainly because I tried C2 first. ;)

    As far as HTML5, WebGL, etc. I'm 34. I remember when people thought flash, AS & java were weak. Within a short time they became quite powerful. (and supported) I'm a graphic / web designer by trade. (primarily mobile) I can Honestly say that sticking with HTML5 is a wise choice. It's getting better everyday and has obviously made an impact to where it threatens Flash. (well actually Apple threatens Flash) WebGL is going to get better I can promise that. The mobile market (as sad as it is) dictates a ton of our technology. Including the gaming counsels, and PC. Steam has a counsel coming out, there's OUYA too. The support for the features CC seems to have over C2 and WebGL is only going to get WAY better. The market is asking for it. It take a little time but I bet the farm that within 6 months.. we'll be seeing everything we want in C2 come to life. Granted there are some limitations atm but it will get better.

    If you are considering writing your own game engine. Here is something to consider:

    When I wanted to make a game I called on a buddy who programs in C++, since most of the reading I was doing on the subject pointed to C. He told me to learn C++ and when we got into the details about game development, you are honestly looking at about 1 year of solid (non object oriented) programming.. (if starting fresh) before even attempting to write an object oriented program. Javascript can be just as difficult as well. He gave me grief on using a game engine.. (still does) I felt like a cheater at first until I read a post by Tommy Refenes on game development. http://www.gamasutra.com/blogs/TommyRefenes/

    He makes a great point. program with whatever, use what ever can get something on the screen the fastest and make a game. It's really a matter of what you are comfortable with.

    I'm excited every day to come to Scirra's site and see what's new, what people are working on, and the problems and solutions that come out of it. It's innovation and growth. :)

  • There was a tutorial on this just posted that maybe what you are looking for.

    Wall Jump