Hasuak's Forum Posts

  • Alright, that worked, but it brought up another issue. Now my character can walk through all solid objects, walls etc. I tried enabling player's collision when colliding with the walls, but that didn't work. Now I can walk through walls whenever an enemy touches me while I'm against a wall.

  • How do I make an 8-direction behavior sprite collide with its instances but not other 8-direction sprites? I'm talking about a scenario where player and the enemies are both controlled by an 8-directional behavior. Player should be able to walk through enemies (to prevent a ton of collision shenanigans), but enemies should collide with each other (so they won't overlap due to rather simplistic AI).

  • Alright. I went with the platform method. It does the job so far. Thanks for the help

  • Is it possible to make a lerp that speeds up towards the end instead of slowing down?

    I'm currently trying to make a jumping system for an 8-directional character. It check's player's current standing position and records it on every tick, and when jump button is pressed, the character should lerp into say, Player_StandY -200, sending the player upwards. This part works well, but when I use lerp to send player back to the original position, the speed curve is wrong. The character slides quickly towards floor and slows down before impact. What I want is the reverse effect. The character should start falling slowly and gain speed while moving forwards, just like in real life.

    EDIT: Maybe I'm trying to do this the hard way and should use a platform behavior instead?

  • Bump. For glory and justice.

  • I hate it when I model, texture, rig, shade etc. my character ready for renders but then I'm suddenly unsatisfied with the result and want to start changing things. This keeps on repeating until I'm bored of the idea and scrap it completely.

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  • If you're making something that's with player through the whole game, global variables are the way to go. I'm not very experienced with them, but I belive local variables are better for single layouts.

  • How do I check the direction my pathfinding object is moving? I'm doing a beat em up, so I need this to set enemy's movement animations correctly whether the object is moving towards or away from player. The system currently picks random points within set distance, so there isn't a seperate "move towards" and "move away" system set in. Is it possible to check the pathfinder's momentum somehow or the destination's position after it's set?

  • Welp, that's simpler than I expected. Thanks for the example!

    EDIT: Tested it with my game and it works well, except now I need to figure out how to make it so that enemies closer to camera (lower than player on screen) scale upwards instead of shrink like objects higher than player.

    EDITEDIT: Disregard that, got it working. I just checked if the object's Y-position is higher or lower to player's and then added or subtracted the calculation accordingly. And next time I'll consider twice before editing posts.

  • I decided to start prototyping a side-scrolling game with Dynasty Warriors feel, player vs huge hordes etc. It would probably look cool if enemies scaled depending on their height on the screen (y axis? forgot which one), but I'm not sure how to really do this. The scale of objects should depend on camera's position which is centered to player with slight lerp movement. I have no idea how to do this effect, but I'll try playing with something, such as calculating each object's y-distance to camera and substracting that from their scale or something.

    Anyways, if anyone got a good idea, you're welcome to share it here!

  • Is C2 appropriate for dialogue driven games? My next project is a puzzle platformer with NPCs, each with their own dialogue trees. idk if I should use C2 for that and I've only made one game so far.

    It's good for dialogue-driven games, but I don't know if there's any tools for platforming. I'd recommend you to stay in C2 if you're going for anything that requires more than clicking on things and slowly moving from place A to place B.

  • Hasuak - What are you building your game in? I am super into Telltale games these days!

    I'm making it on Visionaire Studio. It's pretty good, but still flawed on some aspects. One thing that really irks me is that I can't make the characters turn around before moving. Instead they just flip instantly to the clicked direction and start moving. It's possible to fix with programming but I don't have any skills on that area. It's a pain to be an artist and want to make a game because these engines that don't require programming are usually so limited.

    Scirra I'm leaving for simpler games because a game with tons of dialogue trees and such can become quite a mess fast in it.

  • I'm at a loss of words. This is just what I've been waiting for Scirra. 3D support on a game engine that doesn't require programming knowledge. But before I'm paying, I'd like to know a few things.

    • Can I make games with flat shading. If so, does it still support shadows without shading the surfaces?
    • Does it support animated models?
  • Blur mask shader. Would be cool to fake DOF in isometric games, or add instagram style DOF faking.

    sec'd, third'd!

    Make it happen, Scirra Team!

  • I second the DMC-style game. Something along the craziness of MGR Revengeance and depth of DMC4, but that's just crazy to dream of doing alone.

    Currently I'm making a game that imitates Telltale's point and click approach, but with more player freedom of exploration and not just cutscene after another with only freedom of choice. Sadly this project isn't made with Scirra2. I'll start making my own fighting game after I've done a portion of my current project. The fighter/beat em up will have a rather different style, combining arcade beat em up's style with Diablo 3 with hotkeys for skills that you also can combo. Also constant movement. Either you move, jump or attack. There are no pauses, and there will be scenarios where you rack up points just by running through waves of weak enemies on high speeds.

    I'll go back to dreaming instead of doing.