DrewMelton's Forum Posts

  • I'd like to see a way to prevent characters from overlapping when using pathfinding in isometric games. The recent update with regenerating a small portion of the map was nice. I'd like to see more like this.

  • I agree about the controls.

    I can see where you were going with it. You activate one beam to push the ship one way, and activate the other to push to back that way.

    The problem is that it takes getting used to. I think a control scheme where pressing D always made the ship turn right, and A always made the ship turn left (and this was true regardless of where you are facing) may be more natural.

    I also ended up going in circles more often that I'd like. What is disorienting is that the controls sort of switch based on direction. Fly straight down and you can turn right with D, but fly straight up and you go left. With the ship constantly changing direction, it's hard to keep up with what direction the buttons will make it go. I have to keep a very close eye on where the beams are.

    If I keep in mind that A always makes the ship rotate clockwise, and D makes the ship rotate counter-clockwise, then it makes more sense, but it is still a bit disorienting.

    Anyway, it's just a suggestion. I think good controls can make a game more fun to play, so there's no reason not to fine tune it a bit as you go.

  • +1

    It would be a good option to have since most of the time if I want an event such as object clicked or mouse over object, I want a big box to click. If I need precision, chances are I have to modify it anyway. A square shape would work fine for 90% of my objects in my HUD or even things I can click in the level. Having that be the default option would save a bit of clicking.

  • As far as Unity goes... I would absolutely love to use it but I would have to have a team with me in order to make it happen. I am literally programming handicapped and have simply never been able to get a grasp on it. Plus Amber's model alone has well over 100,000 polygons and I would need a good decimator program and somebody to reset the UVs and even set up normal maps... Basically all the models would have to be redone from the ground up in order to be 3D friendly. If I had a team though, and the money to pay said team, you could bet I would be taking this game into a 3D world. Until then, Construct 2 is a perfect fit for my own limitations, as I can work a project alone and only pay for assets and actors.

    That's why I like Zbrush. I can decimate (with Zremesher) a model pretty easily and then bring it back into Modo for final rendering and animation or whatnot. I can sculpt in super high res, and then bring it down so it doesn't bog down Modo with useless polys.

    Zbrush does UVs decently as well with uvMaster. So, I end up using this program for more than just sculpting.

    Luckily, with Construct 2 those of us that create 3d assets don't have to worry about this since it'll just be imported renders. Who cares if we make a simple treasure chest with 1 million polys, lol.

    But yeah, it'd be nice to find a 3d program that had Construct's event system. I can't imagine doing my turn-based rpg in another engine that required programming.

  • > Ashley Well, thanks for ruining my game Ash....

    >

    You can't blame him, because you changed your project without first checking what effect will that cause. Not to mention not using C2's backup system.

    Next time I recommend saving the project with C2's backup system (2 or 3 should be enough), and if you have an acceptable size of cloud storage, you should save your project there (Dropbox has a 30 day file restore option for example).

    I don't use the backup that much, but whenever I am about to do something that I may not like or may have unknown results, I save the project under a new name such as v1, v2, a, b, whatever. Then, if I don't like it, I can just go back to my previous file. It's much easier than trying to hit undo a ton of times or hoping I don't save over something and break it.

  • Look up the indie version of Modo. I think it's on steam as well. Much cheaper, and the restrictions are not too bad. I have the full version that I got on sale for about half off. They have sales every now and then, but I never know when. I think their Christmas sale is already over.

    But do have a look at the indie version of Modo. I think the Steam version is on sale until Jan 2.

    The reason I didn't use a 3d engine was because I didn't think it would be as easy. I mean, I can use Construct 2 to program about whatever I want. I can make A.I. I can make RPG stats, it's easy to work with. I haven't seen any 3d engines that would be as easy to use, but I admit I haven't looked that much. I looked at App game Kit 2 that you posted, but it doesn't currently support 3d animationsI think it said, plus it requires coding. I'm not much into coding.

  • For 3d, I use Modo and Zbrush. I also have Photoshop CC, Painter X3, and some other stuff.

    I'm not really ready to show off my platformer yet, but here is a sneak peak.

    The image has been cropped since there was a bunch of "test" junk in the layout. These are NOT the final graphics. It's just some stuff I threw together to get some tests going and see what it looked like.

    The final graphics will look even better. Most of that was thrown together sloppily. The ground was done as fast as possible just to give him something to stand on, for example. The backgrounds are a better example of what it will look like. The character model will be refined as well.

  • Hmm, well I'm not the one to ask since this is not my area of expertise, but I'll get you started.

    The problem with not picking the same number twice is making sure the computer knows that that number is out once it's been picked. This means you'll have to use some variables. Ideally, you would have a way of "ending" the event or at least resetting it, but you have not told me how this will be implemented, and I'm not sure I'm qualified to code this anyway.

    I made a capx to get you started. It will choose a global variable which corresponds to a number, then it will mark that number as zero so it will not be picked next time.

    Now, it's not perfect. This is just a start. You'll have to tweak it to work with your game depending on what you need it for.

    I set up two boxes to click. One will give you a number until all have been picked. The other box will reset the variables to default values so you can do it again. Set this up however you want in your game. This is just one way of doing it.

    Again, this is not my area of expertise, and I have things I need to work on. If you need more help, head to the "how do I" section and ask there. Maybe someone will have a better answer.

  • Why do you need the same number to never be picked again?

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  • I haven't abandoned it yet, just sitting it aside until I get my platformer presentable, which shouldn't be too much longer. Then, I'll have a choice of which game I want to take to completion first, and I'll be able to get opinions of which one has more potential.

  • DrewMelton

    Nice work -- the blue hero character with the sword reminds me of the Sega game "Golden Axe"

    Lol, the characters ARE sprites from the Golden Axe Sega games, or at least the placeholder sprites are.

    I meant to replace them with my own 3d models that would look like the portraits on the right, but I am dedicating my time to my platformer game at the moment, so that will have to wait.

    I also concentrated more on programming than graphics in that game since it had so much going on. That's why I didn't get around to completing the visuals. The HUD and portraits are mostly finished, but the character sprites are just placeholders.

    My time with the game got sucked up by programming rpg stats, randomly generated levels from an array, and so on and so forth. The game is well over 1,000 events just for what I have now.

    I'm putting it aside though, since I'm not sure about what direction to take the game. My platformer is looking promising, so I am going to work on it instead for now.

  • Here a screenshot of a game I'm working on. I haven't posted much about it.

    Obviously, it's nowhere near finished. I need to replace those Golden Axe sprites with my own 3d models (that will look like the portraits). The levels are generated randomly from an array. I still need to work on the starting points and game objectives. Everything you see is functional (mostly). The game is turn-based like the Civilization games. It's mainly a rogue-like.

    I have the fog of war turned off, and the mini-map is currently off.

    I'm also working on a platformer which I have not posted yet. Either this game or that one will be the one I finish. I haven't decided yet.

  • You'd have to use On pathfinding arrived to trigger a final behaviour to finish the precise positioning (LiteTween) & orientation.

    I figured that'd be the case. After doing some more tests, I ended up using the moveTo behavior for the final adjustment. I just need to make sure it doesn't look too awkward. I don't want my characters doing a nice walking animation and then sliding into place at the last second. These will be 3d models that I will be building and animating. I'm just using placeholders from old games for now.

  • Yes, I have the image points for both objects set to center. I even tried moving them to the edge to see if it would go further, but it didn't make any difference, so I put it back to middle.

  • hundredfold I'm afraid I'm not sure what you mean. Can you be more specific?

    I have it set to go to the target's x and y coordinates. With the image point in the center, I assumed it would go to the center, but it always stops right in front of the object.

    There could be 20 or 50 of these targets in a single level, so I will not know the exact coordinates beforehand. I'm just not sure of any other way to set it up to be more exact.

    Anyway, thanks for the help. If you could clarify what you meant, I will look into it some more.