Hasuak's Forum Posts

  • Yeah, but most of the time people don't really care, because, either they did not pay attention to your warning, or they know you're not rich enough to actually open a lawsuit against him.

    True, but your content has to be pretty top notch to have even the slightest chance of being stolen anyway. Just saying.

  • I wouldn't bee to concerned about your content being stolen. If it's copyrighted material, you could always wave the big lawsuit flag at the perpetrators and I'd imagine that most of them would just drop the assets and go steal them from someone else.

  • Hi,

    In my game there's tons of different objects, mostly different enemy types and their subobjects like particles and whatnot. What would be the most preferable way to prepare these objects for spawning in levels? So far I've had this seperate layout I call the "Stuff Board" where I simply put everything that's going to be manually spawned in the actual game. On that board I set up the object's behavior settings and such to what they should be. I've noticed that I can't change those numbers through the actual object list, so I was sorta forced to make this kind of messy stuff board. I'm not sure if this is the most optimal way to do this, though.

    How do you guys manage your big piles of objects in your projects? I've heard that some people just put those objects outside the level layouts and remove them on the startup, but somehow that seems even messier to me. I could maybe use that for one-off things like bosses and level-specific effects, but not for "generic" stuff like enemies and objects that are found in every level.

  • Whoa, thats hell of a thread necro!

  • I need a command that picks a random frame, but not the one that's currently playing. I want to keep a bunch of single frame things in one animation and then randomize those frames, but the randomizer can't pick the same frame that's currently visible. Is this possible without some serious coding magic?

  • Pass in the enemies UID, and pick it again by UID.

    Could you give me an example? Do you perheaps mean saving the UID into a global variable and catching it from there? Because I think that could cause problems when more than one instance triggers the same function at the exact same time.

    Edit: Okay, tried that method. Only seems to trigger for only one instance even if more are hit at the same time.

  • Hi,

    In my game there's a simple melee contact recognition system where an enemy goes to its "hit" animation and runs a "hit function" when they overlap player's hitbox. How do I make the function to only affect the ones overlapping the hitbox? Right now when the enemy overlaps it and calls the function, the function affects every object of its type. I'm trying to cut the amount of events by using functions as often as possible, so this needs to be solved somehow.

    Thanks!

  • So I'm working on a game that runs within a platformer's rules. As expected there will be lots of platforms of different heights. How should I make an enemy/whatever that runs on Platformer behavior to jump from their level to another platform, preferably the one player is currently on? I know how to get the Y-distance between the enemy and player, but how would I make them jump just right to reach that platform?

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  • Hey, to anyone following this thread, sorry for not updating in a while. Honestly, I've been experimenting with level graphics lately and only came up with disappointments. They have posed me a new, real challenge. Just gotta keep working on them, learning through trial and error, and post screenshots when I find a style that actually looks good. So far everything I've managed to do has looked sub-par or just plain flat.

  • It's all learning through failure. Start small and try to finish that first. It doesn't have to be an entire small game, but a single game mechanic. If it gets too confusing and hard, isolate those things and then search the forums or make a thread about those things. There isn't really a simple way to learn the event sheet since the event sheet is just a board for the mechanics you're building for the game. That's like asking how to construct a house easily when you want to install pipes or build a studio.

  • I used to use Maya religiously for several years for 3D (Model, Rig, Texture/shade, animation, etc). Your game has motivated me to pick it back up. Can't wait to see your progress!

    Nice! I'll be updating with a bunch of screenshots during next week. Lots of testing has been happening, but nothing concrete to show. I'm basically trying to find a workflow for level pieces that look good with the character models and how to render/use them in the game quickly.

  • I sensed you were doing that. Looks great so far! I think your game is really pushing me to go the 3D route

    I really recommend you do it! The learning curve can be pretty high, though. Just stick to one tool that can do everything, like Blender, which is 100% free. I'd use it if I didn't teach myself to use 3ds Max years ago, and I'm now unable to learn any other 'traditional' 3D tool anymore. Also don't go for stuff like Zbrush, Mudbox, Sculptris or 3D Coat before you learn a traditional 3D software first. Those can't rig, animate or pre-render stuff for you.

  • Excellent idea you kept them low poly. That way if you target mobile devices in the future , you don't have trouble with performance.

    I think you misread my post. They are 2D in the game. I render the 3D models into 2D sprites, so it doesn't really matter how many polies or how complicated the mesh/animation system is. The lowpoly look is just the art direction I'm going for. Simple but not boring, easily recognizable shapes and colors that are very different from each other. And of course it's relatively easy and fast to make so I won't spend too much time just modeling stuff

  • Look great! Curious - are you using any type of 3d elements here? Sorta looks like low poly 3d renders. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Indeed, they are just lowpoly models. The cartoony look comes from the flat lighting I'm using for them. They're basically just textureless (aside from bumpmapping) lowpoly models without any smoothing, single light source + ambient light, and a fake rimlight created in the material and not the lighting setup. Really simple stuff. I just render their animations into seperate frames and import them into the game without any post-processing. Here's a picture inside 3ds Max for anyone curious.

    https://dl.dropboxusercontent.com/u/50541629/teef2.jpg