Dannyzigg's Forum Posts

  • Heh just trying to keep you positive! Keep up the good work!

  • rho Hey now I hadn't thought of that! That could be an option, just a bit tricky like you said :p.

    I guess my big problem would be getting objects to move freely from one layout to the other, which would be possible with your method just a lot more work around.

    Given me something to think about! I am just really curious if anyone has done something like this in construct and the general way they did it.

  • SO I was considering doing a sort of sandbox environment with a game I am working on. I have no intentions of going to a mobile platform so that optimization is of no concern to me. I am not quite sure though on what would be the best method to go about it.

    Right now I am thinking of making one big layout and filling it like a jigsaw puzzle. Reason for this is I have a bit of a game world that I would like to persistent.

    I though of doing each "Puzzle piece" as a different layout for optimal memory usage but I am not sure how I could have that piece persist when the player is not active on it. I know I can save it's last state when the player leaves and reload it, but it doesn't really give a living world feel if you leave that section for ten minuets and on your return everything starts going from it's last spot ten minutes ago.

    I am trying the first method right now and it's going pretty well, I am having a lot of unnecessary sort of static objects destroy or shrink when the player is off its screen. I just want to make sure I am not going down a bad path once I add more to it.

    Has any one attempted a sort of living world before with construct, and if so what's the ideal method to go about it?

  • Well you can call me Danny Zigg. I have a passion for games yet never really found one that lived up to my expectations, so I set out a long time ago to make m own. Unfortunately I don't have the time to dedicate to learning a complex code language, and after trying a few alternatives I found one that fits for what I need perfect with Construct 2. Already started on my game and am picking it up very fast, I look forward to giving some contributions to the game community in the near future!

  • Well it's definitely a gross game :P

    Not bad though, good level of challenge most of those kinds of games dont have, good art style and all that too!

    Only thing is I feel like the hit detection could be a bit more generous, especially for a mouse based game, there were times when my cursor was just SLIGHTLY to the right or left and it didn't take it, became unfair as the game gets faster.

  • sman118

    Really great progress so far! Had a lot of fun throwing that green guy around lol. Noticed a number of bugs, but I am sure you are aware of them.

    Excited to see when you get more out!

    My only concern would be with the art direction of the hero, might run into trouble with him looking pretty much exactly like Superman if you try to produce the game in any fashion.

  • Nixel

    Really impressed with what you have so far! Has a good level of difficulty too, really interested in where you will take this game!

    Don't be so discouraged by your six months a level, a lot of that is just getting the base of your game down, it goes a lot smother as you continue.

    At least so I am told :p

  • The thing I would like to see most with bullet behavior, or any of the movement behaviors, isa better conection between its movement and and angle, and more support for diangle movement. As it standsright now the system is great for either side scroller or ootherwise 4-direction. If you want diangle section for anything else you need some hefty formulas., and variables. Also determining AI movement and angle is even worse.

  • So Let's say I have a basic cat and mouse kind of game going and have a enemy A.I that is bound to the layout.

    I have him set for ever random 1,2 seconds to change his angle of motion, and even have him randomly stop every so often. Now this works ok until he hits the edge of the layout, his sprite starts to slide on layout going up or down, this would be slightly acceptable if it wasn't for he slides up or down at the same angle from when he hit it, as in his sprite doesn't rotate to the new direction.

    Now an obvious solution is I could set him not bound to layout and have an "is outside layout" event, but I don't see that as all too far if he can hide as he pleases.

    I have tried to look around and haven't seen any solution to this, so I am wondering what is the best way to keep an A.I object bound to the layout and have a proper edge detection.

  • LoganJFord

    Nice! Thanks for the CAPX, I am like a sponge for those right now! Always helpful. Hurry up and beat GTAV I wanna see more of this!

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  • Very nice! What program/method did you use to make it? :)

  • <img src="http://postimg/image/llv80nwwn/" border="0" />

    <img src="http://postimg/image/rp1wlw18t/" border="0" />

    Wish I could upload Capx, but here is an example of what you could do. Create an invisible spawn object that moves around randomly and spawns a zombie every five seconds or so. Also have an invisible player field pinned to the player, if the spawn overlaps that field then it moves else where to spawn the zombie. I am fairly new to construct myself but I did this when playing around and it worked for me!

    Hope it helps otherwise I am sure someone else can get you something even better. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • diogofaria247

    WOOOW! That screen shot is really good!! On the right track for sure! <img src="smileys/smiley10.gif" border="0" align="middle" />

  • blackhornet

    HEY! I was just trying to do something like that! Only I was pinning my invisible sprite to the character which obviously wasn't solving anything. Tried your method and it fixed the problem! Thank's a lot man!

    I knew it was something so simple. I should have known this <img src="smileys/smiley3.gif" border="0" align="middle" />

  • Colludium

    unfortunately that's not the case as I did chose spawn object <img src="smileys/smiley19.gif" border="0" align="middle" />

    Thanks though!

    <img src="http://imageshack.us/photo/my-images/833/wp50.png/" border="0" />

    <img src="http://imageshack.us/photo/my-images/560/j3lv.png/" border="0" />

    This is what I have for my movement and then shooting. I put both "set angle" and "set angle of motion" in there just to show I have tried them both, separately and together. Best I can think of is that the system isnt getting my characters angle but I don't know why.