digera's Forum Posts

  • 14 posts
  • make your retaining wall "solid" and enable collisions

  • Curious if Amazon is shipping their windows servers with crypto protocols disabled...

    Download IIScrypto from the web and use it to check if your cert's cypher or protocols are disabled? If so, use that tool to enable and try again?

  • > it looks like the lowrezjam is intending you to do pseudo 32x32... meaning, you can have 3200x3200 and conform to the criteria by having your art consist of squares that are 100px big.

    >

    Well, yeah i agree with you, but if i do that i don´t know how to make the pixel grid movement (not in betwen pixel, but pixel by pixel).

    Still that sounds like a great idea, ill try that too.

    I think that there are several methods for creating tile-based movement that would suit your needs.. I have no experience with it, but doesn't the tilemap extension facilitate this sort of thing?

  • it looks like the lowrezjam is intending you to do pseudo 32x32... meaning, you can have 3200x3200 and conform to the criteria by having your art consist of squares that are 100px big.

  • I had this trouble in MMF.. I haven't attempted anything like this in construct.. However, if there's a pin-to type function, you could use that and alter the actionspots and hotspots in your animation... Again, I have no actual experience, just trying to give you an idea on how to proceed.

  • There are certain advantages for running a project like this in a 2D environment, with arrays governing the action and the engine simulating 3D and I believe that this is how Fez works.. 2.5D, 2D simulating 3D..

    You can fairly easily simulate a 3D environment with 2D objects being represented based on their position in an array. Crudely, off the top of my head, you can have each object represented by a number in the 3D array... say, 1=player, 2=floor... have a series of 2s filling up the x and z of one layer of y.. have a global variable just to store which perspective you're in... if perspective=1, then move all floor-objects to Z,Y. if perspective=2, then move all floor-objects to X,Y... you could have the floor objects move at a speed to show a transition...

    And for the algorithm handling player acceleration, you could have a global variable that counts up to 3.. for every .2 second that [movement key] is pressed, add 1 to moveVar. for every .1 second that no movement keys are pressed, subtract 1 from moveVar... For the next part, I'm having a little trouble thinking of how to do this... but you'll want to shift the "1"'s position in the array an amount of spaces in the array = to moveVar... if you have the objects oversized, and the array very big, the plots in the array can be a few pixels big each, so moving 1-3 spots every .05 seconds could be pretty smooth movement....

    Anyway, not sure how much of this is coherent or helpful.. But your project is ambitious and I'd love to see it come to fruition.

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  • Rhindon, the algorithms are the easy part of that kind of project :-P

    The difficult thing, for me, would be wrapping your head around what is actually going on in the array to ensure that your graphical translation is accurate.

    Most all maths are open-source :-D

  • Are you looking to create a procedural terrain generator a la Elder Scrolls 1/2?

    The kind of which will let you wander endlessly in any direction, but if you turn to retrace your steps, you'll never find your way back to town?

    This can be done with very limited resources... And you can even save/load the terrain with vast resources (but that's a seperate issue from procedural generation)... let me think for a little while and I'll try to come up with a method for Construct...

  • Also, you're two years late on this discussion. We haven't had an HTML5 nay-sayer in that time

    <img src="smileys/smiley36.gif" border="0" align="middle" /> <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Some really cool features there... However, I'm seeing worse clipping than in box2d... and I feel as though Box2D's amount of clipping is a crippling defect...

  • HTML5 is the future... It's set to replace Perl, PHP, and ASP.net as well as flash with less overhead and more functionality.

  • Hola,

    Not really sure about your method... How I would do this is create an array... fill the array with random numbers... and then place tiles based on the array... You can also do things like print the contents of the array to test the effectiveness of your randoms..

    regards,

  • There would be some hurdles in Unity... especially if you're not a coder.. I think you'll run into issues with applying the movement methods with perspectives in unity... Among other things... But it would probably be easier in unity as it is already 3D capable...

    You mentioned having variables to store position information....

    I am not quite sure I understand what you're trying to do but I have thought about how to do a Fez-like game in C2 and I feel it is most easily done by using an array to store all positional information... Basically, having the whole game be handled in an array and the visual elements merely being interpretations of the happenings within the array.. Usually, when this is done, you end up with choppy/tile-based movement, but you can overcome this by using a gigantic array and oversizing your action sprite as well as implementing some clever algorithms to handle things like acceleration...

  • I got it to work in the arcade... if you want to check it out, I'm sure you'll know what to do with this: /arcade/example/11726/moon-pong

    Nothing special.. I used to mess around with klik n play, click and create, the games factory, multimedia fusion, now herocloud, and was considering buying clickteam fusion just for old-times sake when i found construct.. It's like a polished version of MMF... love it and will likely be using it to test concepts and prototype for a long time.. who knows, might even be able to create a real game!

    edit: broke it again :(

  • 14 posts