drutten's Forum Posts

  • I think it's because of how you're saving and loading the game from different slots in your system. The save game function saves and loads the entire game (everything including variables), so loading is wiping any changes you've done. Buying something in the upgrade layout, changing a global variable, and then loading an older save to exit the upgrades, will effectively set the global variable back to what it was in the first place.

    An easier way out could be to keep the upgrade menu inside the game layout (perhaps as a global layer) that you turn on and off when you want to buy stuff. Setting timescale to 0 will pause any monster action going on in the background.

  • Thanks for this! I guess it could be a deeper issue after all.. I'll bring it over as a potential bug.

  • bump

    Any ideas?

  • Hello

    I've encountered an issue I can't quite understand

    I have a sprite that spawns other objects when it hits a trigger (in this case collision with another sprite). The objects that are spawned from this event are set to fly off in different directions.

    Starting the layout fresh gives the correct behavior.

    Just before the spawn trigger I have another trigger that saves the game.

    Loading from save will now make all the objects spawn, but now they all fly off in the same direction.

    Restarting the layout makes everything run right again - now even loading from save will give the correct behavior.

    What am I missing here? Is there something I'm not treating right using the load/save commands?

    Here are my events:

    here's a link to the capx:

    http://s000.tinyupload.com/index.php?file_id=74115206719692117210

    Thanks!

  • Awesome! Thanks.

    This did the trick for me:

    (link to the post)

    https://www.scirra.com/forum/about-isometric_t120594

  • Hi

    I'm trying out a prototype (see attached screenshot) where I have a whole bunch of sprites in a fake "depth". I'm trying to find a way to sort all of these objects so that they render from top to bottom, so that all things high up on the screen will render first (on the bottom) and gradually all other items are drawn on top of previous sprites.

    How do I do this?

    In an earlier stage I only had one moving character, which was a lot easier since I could compare that character's Y-position to all other elements (if their Y > Player Y then I would move them to a layer below, conversely I'd move things in front to a layer on top of the player)

    Now that I'm introducing multiple moving elements I don't know how to formulate a function that does this. I think it should all hapen on one single layer and that I probably need to do this sorting every tick, but IDK.. I'm guessing I need a loop of some sort, but how do I write it?

    Hope this makes sense, any help would be awesome

  • Hey neutrinox, did you make any progress using Chat Mapper output in your project? Looking for a dialogue design tool myself and this one seems to do all the right things..

  • Looks cool What are your thoughts on player movement and controls? Love the setup, seems really promising!

  • Time for an update on this thread! Since last time I've done a bunch of stuff on the art side (tho I won't show too much right now), and I've been working out some of the complexities of a platform game. My findings so far: it's a massive pain in the ass to get good movement and handle animation states.

    I've only done top-down stuff in construct before - you can check out this little thing I posted the other day: http://mattiassnygg.tumblr.com/post/98323008462/i-started-on-a-game-prototype-for-the-ludum-dare Great learning experience and I hope to bring a lot of that back into this project.

    So what's new..

    [attachment=1:35ee5w7u][/attachment:35ee5w7u]

    I made a runcycle and crouch animation of Kit. Now her little legs flail about looking stupid and funny in the wrong kind of way. Then I tried to get some structure into the various states she can be in animation-wise, which is not trivial for a semi-realistic game it turns out. It will take a lot of iteration both on the art and on the logic side since this is pretty much the whole essence of the game.

    I tweaked the physical properties of the character (which is a 16x32 pixel box) so jump heights and shit like that are approaching what Turrican did back in the day. This game will show WAY more of the level in a single screen tho, and the character is relatively small, so there's no point in mimicing that too closely. Cyclosa is more about anticipation and tactics than being surprised and bumrushed by a bunch of robots with no fair warning.

    There's a little enemy dude in there that fires lasers, stuff like that will be all over the maps and they'll have different purposes and mechanics (scouts you need to drop before they call the reinforcements, mounted turrets, worker droids building large metal structures etc). Platforms are cover and you have to use the terrain to your advantage (hence the much larger view of the level).

    Boxes might have physics, but that could also create so much headache it won't be worth it (getting stuck in dynamic terrian really sucks and its not the kind of tradeoff I'm willing to make). Shit will explode though and with the magic of Box2D the effect of debris crashing around, bouncing realistically on all the different surfaces I think the core experience is there anyway. Plus there will be a bunch of destructible terrain to add to that effect.

    Oh yeah there's like a snowstorm on the right edge of the screen, in the end it will be rain and in a low-res game like this I can afford to do collision detection and spawn bounce/rainsplatter effects, as well as streams and sewer pipes with water coming out of them. Lots of to-the-point effects to bring life to the world.

    [attachment=0:35ee5w7u][/attachment:35ee5w7u]

    Some random pixel art, trying out some ideas. The HUD will be big like that with lots of juicy graphics. The gun will change as you progress and upgrade it, and in the end it probably won't even fit the window down there because of all the steroids its on.

    I did some tests with having a text print out as part of the HUD but it might be too intrusive as the action is fairly high paced. Some quieter exploration areas could benefit from a stronger narrative element, like when you're exploring old collapsed subway systems, finding traces of what happened to the people who used to live down there, but that can be integrated either directly into the environment (think graffiti, posters, a barricade that's been cut through by plasma with human remains scattered around).

    Next up is locking down jump height. I have the variable jump hight in there so you have control over how high you want to go. Still on the fence about the jump-through behavior since it's so easy to have your character fall off the screen if you're not careful (in combination with dynamic objects you can't control all possible outcomes of a jump through level editing.)

    Also ladders. I've been playing Shovel Knight and they're doing a lot of things right with the controls without being overly complex about it. Play it now if you haven't, it's kick ass and a testament to the inherent fun factor of platforming as a genre.

    A0Nasser - cool thanks for the input. I might have a look at spriter at some point, I've been thinking of adding some bigger things in there..

    procrastinator - cheers man! yeah the integration into construct is really key there I guess, if you're looking to do bigger and more complex characters with a lot of IK and many moving parts. Giant mechs/robots? Would be cool to fight them stomping around, getting blown up and raining down chunks of metal all over the place

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  • Apox Inc - thanks man! I tried to keep it simple and quick to work with, glad you like it! At first I was going for a far more glitchy/abbrasive style but couldn't resist the softer touches

    inquiesco - awesome

    frn2000, cheers

  • [attachment=0:1o1iev16][/attachment:1o1iev16]

    Play Instar (in browser)

    I started on a game prototype for the Ludum Dare 30 competition (48h game jam), but never finished it in time (next time I’ll do better!). I’ve been poking around with it on and off, and now it’s at a place where you can play from start to finish, hopefully, and get a sense of what it’s about.

    It’s short so you can play it in one go, start to finish relatively quickly. I recommend going fullscreen, and make sure to have your sound on since there are some audio cues.

    Let me know what you think

  • The background looked awesome.

    I'm also working with the character movement right now, Learning spriter software and it's very sad that there no easy way to make this.

    Thanks! What's your impression of working with Spriter so far? How easy is it to integrate into a Construct project?

    btw what do you guys use for capturing video from your games? I tried CamStudio but all I get is 12-15 fps (variable, so that really sucks) on my underpowered laptop. I installed FRAPS but I can't get it to start recording.?

  • Thanks for the encouragement guys.

    Did you play with the opacity in the last image ( background buildings ), Or you import it like this.

    The quick test I did was just to take this PSD and convert each layer into a indexed palette image with alpha for the see-through parts. So no real effect on opacity. Then I assembled in construct on different layers with different parallax values. It kind of works as far as the effect i was going for but not for other things. I made each parallax layer extend beyond the screen borders (and make them tileable along the x-axis) so that the scene can be extended.

    I'll show some more images when I've made more progress

    Right now I'm working on run loop for the player character. Might be wasting a lot of time here as I don't know what the speed will end up being for the best game play. Should probably just be using still frames for different poses and placeholder movement to illustrate locomotion, but I need the pixel animation practice!

    Any good tutorials on making good action pixel animations?

  • Looks interesting!

  • Good job, seems like a great exercise.