GeometriX's Forum Posts

  • Oh, okay in that sense your events are even more muddled than I thought

    Read through the containers manual entry for all the details, but essentially, containers make different objects behave together very well.

    If you put the red sprite, aggro sprite and skeleton animation together in one container, when you have a condition that picks any of those objects, it will always pick the corresponding other objects in the container for the purpose of actions.

  • It's difficult to really tell without seeing the full capx, but why are you using separate objects for enemy and enemy aggro? If you're following the recommended practice of using a bounding box (EnemyAggro in your case) for the actions and a sprite for the animations, you need to store all of the necessary data and behaviours in the bounding box object, and only pass on the necessary animations to the animation sprite.

    From what I can tell, you're assuming that the bounding box knows which skeleton animation to trigger, and vice versa. It won't unless you specify that, so it's applying the actions to every instance. Depending on how your game is set up (or rather, you should set your game up in this way), you should be using containers to pair each skeleton to a bounding box so they always know to which instance you're referring. Read this manual entry on containers.

    Also, you have loads of redundant "every tick" conditions there. Read this very important blog post.

  • You're using four plugins there that I don't have. I strongly suggest that you remove them and re-upload your file if you expect people to help. It's also possible that those plugins are causing your issue.

  • Not sure what you mean about it adjusting to where it was spawned. The Sine behaviour will always take the sprite's starting location into account. If you want to offset the wave, then adjust the "Period offset" property.

    To keep it from leaving the layout, use the Bound to layout behaviour.

    I've attached an example to show you the idea in action.

    EDIT: Oh, okay, you've deleted your post.

  • Wow, this looks really unique! Is the artwork all yours? It looks like Monty Python on an acid trip

    From the video it definitely looks like the gameplay and controls need some tightening, but once you've done that I think you'll have a rad game. Be sure to post something playable as soon as you can, I'd dig to get some hands-on time with this.

    Are you a professional musician? I had a look through your website and YouTube channel and it appears as though you're into some visual FX as well. I'm guessing game development seemed like logical extension of your abilities.

  • Use the Sine behaviour.

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  • You probably just haven't set the layout to use an event sheet.

  • Cocoon definitely does support WebStorage, so it's probably something to do with your implementation. I'm using WS for persistent stats in a game I'm currently working on and even with the current, rather buggy beta release, it's behaving perfectly.

    Otherwise, you can set up your own online score table with PHP and MySQL by following ArcadeEd's excellent tutorial. Obviously this requires a data connection. You should probably follow that tutorial even if you have an offline score system, as it deals with working with arrays.

  • Currently, I see no way that they make money directly from customers. The initial plan was for them to have premium users who paid money for added functionality like in-app purchases and advertising, but that never happened. Instead, you can apply to be a premium member, state your case (tell them why you want to be a premium member) and if they decide your case is worthwhile, they simply make you a premium member at no cost, with all the benefits.

    This system was originally meant to test their premium functionality, but it seems like it never really got any further than that.

    About a year ago they received a large injection of cash which I can only assume they've been living off since. They might be licensing out their systems or making money some other way, but, like everything else with Ludei, nothing is clear.

  • My immediate thought is "here we go again", but I am actually really keen to enter a community jam/compo if it's properly put together. We seem to have one a month that pops up by a well-meaning but utterly unprepared forum member, usually a fairly new one, and things start falling apart pretty quickly. If we can get a few of the more well-established members, like yourself, heading this thing, then I think there's every reason for it to be a success.

    I'll chime in when it comes to format: Despite my every intention, I simply don't have the kind of free time needed to do a jam, at least not the sub-72 hours ones (which is most of them, really). If I've got a week or two to put together something in my evenings then I'm far more likely to enter, or to even take notice in the first place.

    I think that winning, or motivation to win, is important in competitions, but I think the idea of judges wouldn't work. I only mention this because it always comes up sooner or later. I'd much prefer a public voting system, but the less time I have to spend faffing on Facebook pages, other forums or obscure websites, the better. I think everything should be contained within these forums as much as possible.

    The specs and rules should be up for public discussion, but ultimately a few highly experienced users should make the final calls. Otherwise we'll be stuck discussing them for months.

    On that note, I'd like to recommend competition specs that limit the colour palette and screen resolution. If we're going arcade-style here then having that retro feel is be essential. It'll also speed up artwork generation for most people, as slapping together some simple but effective pixel art is something most people can do in a short amount of time. I also think input should be limited to keyboard and/or gamepad.

  • nimos100, that's seriously cool. It's times like this that I wish these forums had a +rep/thanks button.

    You've already been very informative, but is there any chance you'd be keen on writing a formal tutorial with a capx? Or perhaps two tutorials - one with the pathfinding and another with the node-based technique?

  • I recommend using a dedicated "parking lot" layout for most of those objects, but there might be some instances in which you want to park them off to the side of the main game layout. For example, if you're spawning a lengthy or large explosion animation on enemy death or whatever, when that animation is spawned for the first time it needs to be loaded into memory, this can cause some nasty lag that's especially noticeable if your game is fast-paced like a platformer or shoot-'em-up.

    If you put that animation off to the side of your game layout, it's loaded into memory immediately when the layout starts, which still causes the same amount of lag, but it'll be far less noticeable as it's not happening in the thick of the action. Some designers like to cover up this initial lag with a fake loading screen, popup text/dialogue/tutorial or something that fits the narrative of your game.

  • I assume you're trying to create some sort of day/night cycle. If that's the case, I feel you'd be much better off with a more dynamic approach to the animations, so I'd suggest the use of particle effects which can then be switched on/off or adjusted in runtime depending on what you need. You'll also save loads on memory and download size since it just uses a single-frame, small PNG as its base.

    I've attached an example of that in action. Pay special attention to the opacity randomiser listed under "Particle lifetime properties". This gives the stars a subtle twinkling effect.

  • Just tested that out now and it's decent, but C2 doesn't save the positioning/split of the tabs when you close, so you'll have to manually set up your layouts and event sheets every time you open the program.

  • I stand to be corrected, but I think you can only load images from the same server on which your game is hosted.