DoudouSupreme's Forum Posts

  • Hey,

    Thanks for your comments. I can try but I'm not sure it's viable as solution. In the meantime you can try the demo version here: konnee.free.fr/sector49

    Bear in mind that it's still work in progress:

    • some rooms at the extreme right are empty and needs to be artied up
    • the tank is not doing anything yet
    • objectives need to be added
    • the memo for the generators need to be updated
    • more enemies to be added
    • hacking needs to be added

    Play with WASD.

    Left click on door keypad to open, air vent to cross, wardrobes to hide...

    Middle click on certain crates to push / pull (generally in front of air vent)

  • Hey guys,

    So I thought I'd write a thread about the game I have been working over the past few months. Several people helped me at different stages of this project but unfortunately stopped at some point because of a lack of time. I want to thank them at the same time for all their efforts and passion they've put into that project.

    The game we were trying to make is a 2D stealth game. I wanted to combine old school game mechanics with recent gameplay. I was very influenced by games such as Deux Ex HR, Monaco and Mark of the Ninja just to mention those.

    I wanted to enable the player to analyse his environment, hack the technologies available and reuse them against his enemies to escape, steal or assassinate depending on the objectives. It was also important to be able to finish a same level differently.

    The project all started when I met Guizmus back in June. We started working on a zombie kind of game and quickly decided to drop it as it wasn't original at all. Guizmus created many of the events back then that the current version of the game is still using.

    We started creating the basic gameplay we would need such as basic AI, opening doors, cameras, placeholders graphics, etc.

    <img src="http://img706.imageshack.us/img706/3536/e31k.jpg" border="0" />

    Thanks to his help, interactive menus, patrol behaviours, dialogues and much more were implemented very quickly. Dismach then joined us for a little while and kindly provided us with polished assets:

    <img src="http://img853.imageshack.us/img853/5913/ybjd.jpg" border="0" />

    Unfortunately very quickly we experienced limitations. Because we were making a stealth game, dynamic shadows / lighting became essential. We tried to work with different solutions but none worked as expected. For example the canvas plugin was probably the most interesting one, but it was too demanding for the CPU. A webgl solution would have been ideal but so far nothing has been done.

    <img src="http://img547.imageshack.us/img547/3742/c1jw.jpg" border="0" />

    Then Sved joined us and he was a great addition to the team. However Guizmus did not have time anymore so I was left on my own to script most of the behaviours and I'm not as competent as he is. Nevertheless I kept working hard on the project hoping that a Lighting system would be integrated in a future version of Construct 2 or someone in the community would manage to create something awesome :)

    Sved created lots of different artwork before he decided to pick a different art direction

    <img src="http://imageshack.us/a/img14/7898/c61r.jpg" border="0" />

    <img src="http://imageshack.us/a/img69/4918/z7ag.jpg" border="0" />

    <img src="http://imageshack.us/a/img703/4688/9m6i.jpg" border="0" />

    <img src="http://imageshack.us/a/img811/8706/lhrh.jpg" border="0" />

    <img src="http://imageshack.us/a/img855/2576/5o4r.jpg" border="0" />

    <img src="http://imageshack.us/a/img577/7474/1s46.jpg" border="0" />

    <img src="http://imageshack.us/a/img46/6889/a5fs.jpg" border="0" />

    <img src="http://imageshack.us/a/img706/8750/wgc0.jpg" border="0" />

    <img src="http://imageshack.us/a/img707/3264/50sx.jpg" border="0" />

    So the game evolved little by little to what it is now. More enemies, with better AI, sentries, cameras, inventory, access cards etc.

    <img src="http://imageshack.us/a/img22/1686/8pdz.jpg" border="0" />

    <img src="http://imageshack.us/a/img823/608/8mvl.jpg" border="0" />

    <img src="http://imageshack.us/a/img209/2029/h17u.jpg" border="0" />

    Today I found out that a project very similar in terms of gameplay that I had been following has managed to get 99% greenlighted on Steam and is going to be funded by Team17: youtube.com/watch

    Therefore because both projects are so close and I don't even have a decent lighting system which is essential, I'm not sure if it's worth it to keep working on it and as there is no sign of anything coming that way if I refer to the latest roadmap from Scirra.

    So I'm a bit torn as I don't have as much time as I used to have but I thought it would would worth to share the work the team had done on this game.

    Thanks for reading me :)

  • That's great! I'd love to try the the Canvas version to see what it could look like.

    I'm currently trying to make a 2D stealth game and 2D lighting is essential. I tried using the plugin Canvas but the framerate was too low so I just gave up. If you check my blog (see signature), you will see what the game is going to look like.

    I have been waiting for a webgl solution for months so I really hope you'll succeed :)

  • 2D lighting in webgl would be awesome! I'll follow your progress closely :)

  • Hi,

    I don't know if that has been already posted in the past, but this might be useful for some of you guys:

    headchant.com/pfxr

  • That sounds good to me!

  • I can't get it on Steam, don't know why this beta version won't download <img src="smileys/smiley19.gif" border="0" align="middle" />

  • So I have tried what you suggested and created a test capx to do it: dropbox.com/s/nli4zrilinz0n79/Test_NME.capx

    I used local / global variables. I was wondering if there was a simple way to do the same thing without using local / global variables but instead the variables of the NME family for instance?

  • Thanks I'll try this, did not think of recording the position in a variable to use as trigger. Will let you know if that works for me :)

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  • Hi guys,

    I'm trying to the following thing:

    If enemy "is alerted", pick all enemies that are "not alerted" within say 200px distance of that enemy and change their variable to "is alerted".

    How would you do that? I'm struggling to do that in Construct2, any help would be greatly appreciated.

    I don't want to have NMEs doing nothing when one of them has for example spotted the player, that's why I'm trying do to that.

    Thanks

  • Apparently this version has been optimized by some guy and was last updated in May 2013:

    funhazard.com/xna-resources.html

    funhazardgames.blogspot.it/2012/10/2d-shadows-part-2-manual.html

  • I'm currently working with Dismach, and so far he's been very professional with me and polite at the same time. You don't like his art, fair enough you don't have to work with him, but please stop airing your dirty laundry on a forum.

  • That's the system I'm currently using and it's CPU heavy. It's pretty hard to get a decent framerate, that's why WebGL would be awesome.

  • I'm basically trying to do the same. From what a friend told me when he looked at it and what I understood, it's not possible to do multiple passes with the current renderer in WebGL. It's probably more complicated than that but I'd really love to have a decent lighting system.

  • Hi,

    I'm trying to make a game that is relying heavily on lighting / dynamic shadows. I found this demo posted by R0J0hound using the canvas plugin:

    dropbox.com/s/y2z9fjaflqrqdkc/shadow_cast%20.capx

    Apparently the size of the canvas affects the frame rate. I have tried adding canvas alone to a 1280 * 1024 layout for example and the frame rate dropped at 30 FPS.

    I was wondering if it was possible to pin the canvas to an object like say the playable character. I have tried in the example above by pining the canvas to the light called target but the drawing of the shadows is all wrong now. I don't know if it's because I need to recalculate the shadows in the event or if it's simply not possible.

    I want to be able to move the canvas around depending on the player position so I try to limit the size of the canvas to let's say 512*512 for example.

    Any help would be greatly appreciated specially as I'm pretty bad with math.

    Cheers,

    EDIT: Well we managed to get the canvas follow the player, so it's working as intended. However depending on the computer, perfrormance are very different and I need to find way to optimize this.