Colludium's Forum Posts

  • TiAm - thanks - and yes to the maths-fu (I like the phrase!). I gave today's prototype to my kids to mess around with and now have a bit of tweaking to do... It always pays to test on different hardware (slower, but not a problem) but the real lessons come from having someone who's not familiar with what you've done then give it a good work out. I suspect a later than ideal sunday night for me... But I kind of love the challenge!

  • reserved...

  • Hi everyone, I just wanted to introduce my work in progress - Dynamic Sketch Book. It's a physics based drawing game - and it's almost ready for alpha testing. I started working on it just before Xmas '14 and it's taken up all of my spare time to get this far. I've completed 2 chapters containing 24 levels although I want to make a few more before I try and market it. It's not too buggy but there's still quite a bit of polish that needs to be added before it can see the light of day. My big win was with the physics - I eventually elected to use the standard plugin with some carefully designed (and complicated) game logic to enable the drawing and collision of complex shapes. It works quite well but it's not without its limits (which I've tried to work around).

    When I no longer think it'll be too much of an embarrassment I'll post a link to it and I would really appreciate any ideas and feedback you might have.

    Chapter 1 example:

    I hope to be able to add a link to a demo/alpha version in the next week or so...!!

  • I would try using the "Is overlapping at offset" condition by checking if overlaps the wall when the it is displaced to the left/right of its current position. I imagine that this might not give perfect results if your bullets are very fast, but if the check is triggered by a collision trigger then I think it should work - you might just have to play around with how far left/right you have to check, or you could check in increments by increasing the displacement if the first check renders a no-overlap on both sides.

  • So.... I became a little bit distracted over Xmas and an alpha version of Dynamic Sketch Book is almost ready. I'm quite happy with how most of it has turned out, but there's no sound yet and there are only 24 levels. The physics was done with the standard plugin - very carefully! When I'm ready for testing I'll start a new thread and make a test version of it available for anyone interested / to get feedback. Here's a short screen capture which I hope does it justice!

  • +1 - excellent suggestion! I would like it to list objects have existed on the layout but have been destroyed, and also to have a button to reset the debugger to nullify that list of remembered zero instance objects as well.

  • Good thread! My brief thoughts on this:

    Spritefont+. Getting the correct appearance of sprite fonts is easy with this and a pain with the stock plugin.

    LiteTween / Ease Tween Mod or an equivalent, as discussed.

    Paster / Canvas as well.

    Full Box 2D physics behaviours. I know that rojo has done a lot of work with Chipmunk, but there are limitations and Box 2D runs just as fast as asm.js physics in chrome.

    That's all I can think of really, the only other limits I've bumped into have been with my imagination or time available....

  • There's an option in project properties to enable automatic preload - and it's a good idea to use that for most projects. Although the sound files are loaded onto your hard drive in a nw package, they are not loaded into the browser engine until you load (call) or preload them. On rereading your original post I think that's the confusion.

  • I'm not sure about preloading sounds vs NW. Until your post here I assumed that because NW is based on Chrome, everything there should work the same - but I could be wrong. Regarding the version of NW you'r running, follow TiAm's tutorial here which describes how to over-write the C2 standard latest NW build, if you wish to install a custom or older version. To confirm which version you have installed already, if you run nw from the NodeWebkitForC2 folder and type "nw:version" in the address bar, that will show you which version you have installed on your computer.

  • Hi spacedoubt, I enjoyed giving this a quick work out. I am undecided about the camera movement - it felt well thought out, like a gentle lerp perhaps, but I didn't like the fact that my view continued to move long after I was standing still. Could be just me and maybe I just prefer to have the player bounded to a small area in the middle of a drag-able viewport.

    I agree with the posts above as well. I made a game for LD29 that was accused of being troll-ish; I had to have a good think about what it meant... I think that this is similar in that sometimes the player can't avoid death because the you can't see what's going to kill you next / the float is about to run out / what's off screen but you have to decide to fall onto something to progress etc. Such hidden catches can prolong game play, but only if the player sticks to playing the game... Perhaps adding a map option could be the balance to such quick deaths, or offer power ups or death immunity so that the player has more control over where they're going to meet their demise next. I hope this seems fair?

  • I quite like them... Each to their own I guess!

  • Node 10.5 is very smooth with no stutter at all.

  • Try it with Node 10.5... I would but I'm using my phone....

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  • This has something to do with using the pin behavior mixed with the platform objects. If you remove the pin events and just create the segments then the collision checks reduce to 1/4 what there was before.

    Why not use physics behavior....?

    [attachment=1:lugo2pat][/attachment:lugo2pat]

    I checked a previous project of mine that had 6500 objects on one layout (mostly solids) and, with a tiny bit of optimization (turning the behavior off when outside a certain range etc) there were approx 250 collision checks per tick. If you can get the effect you want on the hardware you're targeting then there's no problem with what you've done....

    Here's an optimized version using platform behavior that disables collisions that are far away from the objects that use rely on it.

    [attachment=0:lugo2pat][/attachment:lugo2pat]

  • No probs - happy to help. I don't think there's any sort of award system in this forum, unfortunately...