DoudouSupreme's Forum Posts

  • Not sure if this has been said already, but something like this would be nice:

    <img src="http://i.imgur.com/udS9oWc.png" border="0" />

    I'd love to have something like this as I currently need it.

  • Hi guys,

    We are currently looking for a 2D artist to join our little team :)

    But before going any further, I'll present the team, our project, the objectives, and the person we're looking for.

    My name is Karl and I'm Associate Producer in the game industry. I bought Construct 2 in the first place to see if I could make my own games. Because I encountered a few issues with my programming, I posted a few questions on the forum and this is how I met Antoine (http://www.scirra.com/users/guizmus).

    After chatting a bit, he decided to join me to try make a game together. Because I was no longer alone, we decided to redefine the game concept to try make something fun, a game we would enjoy playing ourselves.

    So after defining the type of game we could make and the scope of the project, I wrote the new game concept to define clearly what we want to achieve. I set up a board (Kanban type) to planify the next features we would develop and filled a backlog organized by priorities.

    Concerning the game, we are going to make a top down game similar in terms of quality to Hotline Miami and the recently funded Darkwood. Gameplaywise, it will be a different type of game, we don't want to make a clone of those games, so it won't be a top down shooter or a survival horror. It's important to make something original if possible that would get us excited throughout the production. We already have a prototype in progress on which we work on a regular basis.

    As for the art style, we haven't defined it precisely yet because we would like the artist that would join to take this in charge as he will be better at defining it as it's his domain of expertise. Nevertheless, we think in terns of quality, Darkwood is a good benchmark: youtube.com/watch

    Our objective is to make a 5 to 10 minutes polished gameplay video to showcase the project and depending on the reaction / feedback, start a crowd funding campaign to set up a company if it's successful. We would like to try finish the demo by the end of August even though that will depend a lot on our personal life and if we find an artist obviously :)

    We know we haven't revealed much about the game itself, but if you're really interested we will obviously take you through the game concept. Please don't hesitate to contact us, or post your questions here, and we will kindly reply to them.

    Finally, if I have introduced us and explained all this, it's because I want to insist that we're both serious and experimented in our own field, and therefore we're looking for someone who wants to be part of something. It was important for us to come up with a game idea that we could possibly make and not just start a project that would have no future or interest.

    Thanks for your time and consideration,

    Cheers,

    Karl

  • Nice, thanks for the explanations.

    Yeah it's true they're moving quite slowly, it's because I want at some point to have some kind of village :)

  • Thanks a lot! You taught me again lots of new things with just one capx :)

    I did not understand why "random(Volume.Width)+Volume.X" worked untilI realized that you had moved the origin!

    It seems I made things more complicated than they should have when trying to get the UID of the volume.

    Another question for you, how does the NodeAtX ? NodeAtY works?

    I suppose they are the coordinates where the sprite is heading.

    And I suppose this is the index "NPC.Pathfinding.NodeCount-1" but why is it negative? I mean the first node would be something like (0 - 1), why is not crashing? Or there is a security to prevent it from being negative and makes it 0?

    Thanks a lot again for your help, I really appreciate and I hope my stupid question help others too :)

  • Hey again!

    Well I tried to do what you say but I'm not sure what to change really.

    I have attached the capx:

    Capx: dropbox.com/s/bo86yliy7er6fcs/Bound_2_Object.capx

    I'm going keep trying what you just said. Thanks again for your help :)

  • Hi guys,

    I have tried to restrict the movement of my NPCs (blue square) to a specific zone (yellow sprite). I'm using the pathfinding behaviour to assign to the NPC a random path.

    <img src="http://img46.imageshack.us/img46/1072/lxd4.jpg" border="0" />

    I have tried to tell the NPC to navigate in a certain volume but again as usual I struggle to retrieve the volume UID, to constrain the NPC to volume is overlapping with.

    I have tried something as below, but it does not work, they are not restricted to the volume they're overlapping:

    <img src="http://img844.imageshack.us/img844/3289/x5nc.jpg" border="0" />

    <img src="http://img94.imageshack.us/img94/6340/pb58.jpg" border="0" />

    Thanks for reading me and thanks for your help.

    Guizmus: I can't reply to your PM, I don't have enough rep yet ;/

  • How do you get "whitelisted"?

  • Hi there,

    I'm an Associate Producer, I purchased Construct 2 to make my own game in my spare time. I have got some good game design and level design basis, and I enjoy using Construct 2 because I can quickly test game mechanics.

    I hope I'll be able to make something interesting with it.

  • That's very handy! I'll try to use that in future.

    I tried to do what you said like below:

    <img src="http://img59.imageshack.us/img59/4544/ax23.jpg" border="0" />

    It took me to realise why it wasn't working at first, but I had forgotten to change the boolean back to false, and this was drving me nuts.

    Anyway thanks for your help, it's been very insightful

  • Thanks a lot for your help, you're the man!

    I'm going to study this thoroughly! Hopefully tonight I can go to bed early thanks to you :)

  • Hi guys,

    I'm still trying to grasp the concept of UID and understand how to use them efficiently.

    In a previous thread I was suggested to use the new LineOfSight behaviour (introduced in version r134 of Cosntruct2) instead of creating my own radius and cone like I did below:

    <img src="http://img706.imageshack.us/img706/8425/xhmn.jpg" border="0" />

    In this example, when the playable character overlaps the radius or the cone, the enemy is alerted and start chasing the PC.

    I tried using the new LineOfSight behaviour to simulate the same behaviour I created above. But only one enemy detects the PC, and once the PC is detected, all enemies start chasing the PC.

    I was wondering how I could maybe retrieve the UID(s) of the enemy(enemies) that has(have) the PC in line of sight. That way I could send that UID to a function that would trigger the chase.

    I have created a small example of what I'm trying to achieve:

    <img src="http://img826.imageshack.us/img826/2535/g42f.jpg" border="0" />

    The problem here is that no enemy is really picked and don't know how to use the Line of Sight behaviour to simulate the same logic I created before.

    Capx: dropbox.com/s/gby01uxyhx4a4cc/UID-hwcq5c1jzcyv.capx

    Thanks a lot for your help!

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  • Well after looking a bit further on the forum, I think I found how it works if I'm correct. I found an example (from Prox) where they used functions and uid in a simple .capx

    <img src="http://img836.imageshack.us/img836/6320/01zv.jpg" border="0" />

    So I suppose this is how it works:

    1. You create the function called for example "Hop":

    function --> On "Hop"

    2. You define the parameters (if you need some) that will be sent to Hop.

    In this case we need to send the UID of the object to Hop, so like this:

    obj_creature --> pick instance with UID --> function.parameter(0)

    3. You call the function and send it the parameter to use such as:

    "Hop"(obj_creature.UID)

    so I suppose that would be the prototype of the function:

    hop(obj_creature --> pick instance with UID --> function.parameter(0))

    (0) being the first parameter of the function. If there were more parameters, for example if we wanted to create a sprite at the positon of the mouse every 2 seconds we could have something like that:

    <img src="http://img829.imageshack.us/img829/5055/x26i.jpg" border="0" />

    Let me know if that's wrong or if I understood the logic correctly.

    Thanks

  • So I fixed issue 1 like Anata suggested. But I would like to understand your solution Guizmus as it was also suggested for issue 3, and I will probably need it in future.

    I have never used:

    "Ennemy : pick by UID", and use the Function.Param(0) to specify the ennemy UID.

    So I'm not sure how it works and I'd like to understand as I am familiar enough with using parameters in "traditional" functions. I have read the following below but I'm not sure to understand what it does really or how this works.

    Param

    Retrieve a parameter passed to a function call by its zero-based index. For example, Function.Param(0) returns the value of the first parameter.

    So this mean that 0 in Function.Param(0) is replaced with the current UID of the instance we're trying to retrieve?

  • Thanks a lot for your help, I'm going to try and understand what you just explained.

    EDIT: Ok I found how to update Construct 2.

    "As for the r134, I bought my version on Steam and I have the r132, not sure how to update it."

  • Hi guys,

    I just bought the Personal Edition yesterday to enjoy the full potential of Construct 2 and at the same time Support the great job provided by the guys at Scirra.

    I have been fiddling with Families to improve processes that would be happen several times in future when new enemies for example are integrated.

    But there are a few things that did not turn the way I thought they would. I have tried to fix them but the more I tried, the worse it became. I spent some time trying to figure out why it wasn't working, but the more I read the Forum / Mnaual, the more I got confused.

    This is why I have decided to post my first thread asking for your help!

    1. Enemy_Type

    I tried to regroup different type of monsters in a same family like this:

    <img src="http://img692.imageshack.us/img692/8489/5k0d.jpg" border="0" />

    I created several instance variables and I encounter problems with some of them such as the enemy_type

    The idea was that depending on the type of enemy, I would subtract a different amount to the health variable of the Playable Character as shown below:

    <img src="http://imageshack.us/a/img189/6757/8m9p.jpg" border="0" />

    But the way I did it does not seem to work so I'm a bit confused. For example I have set the Health, which is a family instance variable,to a different value depending on the type of monster (zombie = 100, sprite = 150) and it seems to work fine.

    But the enemy_type variable does not work, though I have a condition to subtract a different amount according to the type. But instead it subtracts everything (25 + 50 = 75).

    2. Creating new assets

    I have attached a cone and a radius to my enemies to detect when the PC is in their Line of Sight or to close to them. To do that, I have made a container such as following:

    <img src="http://img5.imageshack.us/img5/2710/pdu4.jpg" border="0" />

    This works pretty well. But because I wanted to speed up the process when adding new type of enemies, I thought I could use families to do that so I don't create containers every time I add a new enemy:

    <img src="http://imageshack.us/a/img9/7813/vgp9.jpg" border="0" />

    But when I did it, it did not work as intended. To test if this was working or not, I said to destroy the enemy if the PC is overlapping the cone or the radius. Instead it would destroy all the enemy as if touching one radius was like touching all of them.

    <img src="http://img838.imageshack.us/img838/1130/fl97.jpg" border="0" />

    Is it because I am not choosing an instance of an enemy and this means this is not possible to do it this way?

    3. Instance Variables

    So as you can see I'm not sure how to use Family and Family Instance Variables.

    Again to detect if the PC was in the LoS of the enemy, I created two family Instance Variables to tell if the enemy is alerted and if he can see the PC as below (this time I'm using containers):

    <img src="http://img221.imageshack.us/img221/7574/llqm.jpg" border="0" />

    But it's not working as it should. Some of the enemies display the correct icons, some don't... So again I'm not sure how the boolean works for Family Instance Variables (see capx at the bottom of the page). Please let me know if I do something wrong, I would greatly appreciate.

    The original version before playing with families was like this, and the LoS worked correctly:

    <img src="http://img7.imageshack.us/img7/8678/bgey.jpg" border="0" />

    Working Demo here: konnee.free.fr/Kill_the_Zombie

    I know it was a bit long and I tried to explain the best I could my problems. This has probably been answered but if it has, I did not get it. I'm probably going to revert to a previous version without famly until I understand how they work.

    Thanks again for reading me, and thanks for your help.

    dropbox.com/s/kqjx39ev7fp6hvx/Kill_the_Zombie_latest.capx