HenryPK's Forum Posts

  • Hey everybody, Henri here!

    Some days ago I published this game template on the Scirra Store: Mechanics Sandbox! It'd be amazing if you folks could give me a hand on sharing and checking it out (even if not going to buy it!)

    I'm really starting and have no social reach on the internet.

    Thanks, in advance.

    As of now, it just went on sale for a huge discount because I'm excited!

    This game template is designed in a quasi-modular system; easy to expand and discard features!

    Including basic AI, Dialog, Controls, Platform Animations and Mechanics, Juicy FX, 8 Direction movement with support for animations and holding things like guns, and the best system: Movement Routes.

    It's designed in a way that you can use it for Platformers and sidescrollers, as well as RPGs, Dungeon Crawlers (8 dir games), Stealth, etc.

    Every one of these systems is expandable, and if I get some sales I'll very likely update it and make other templates/modules!

    Here's the link to the Scirra store page if you want to check it out for yourself (please) or even consider buying it!! Think about it, game developing is cool and um... yeah.

    https://www.scirra.com/store/royalty-free-game-templates/mechanics-sandbox-5388

    Have a good night, thank you from the bottom of my heart for staying home <3!

  • Hello everyone <3

    A month has passed since I made a post here on this forum, and here I am again, because a lot of core things have changed. Also, now I have screenshots, so.

    So, Toyvox is a general-purpose voxel game engine, with a rather unique aesthetic. It renders voxels with only one color overall, so making models for it is preety much like making 3d pixelart.

    At the moment of this post I'm on a very early stage of development, but I constantly post some updates in my Twitter (https://twitter.com/ukhenrik).

    How will I use this engine

    Ok, so, Toyvox is a C++ library, what means you'll have to know C++ to work with it. However I'll be also making an editor to make things easier (Unlike c3 where you can only use the engine trough the editor).

    Toyvox will completely take care of the hard work (rendering, taking input, calculating 3d stuff) so you can focus on make your game. It will come with a bunch of preset snippets as well!

    Aaaand it's event based, so most of the coding you will be making is something like:

    //simple teleporter
    when(isOverlapping(objA, trigger)) {
    	objA.position.value = vec3(0.0, 5.0, 2.0);
    }
    

    What type of model will I need to make?

    Voxel models. You can see that as normal pixel images, with an extra dimension.

    Like that:

    Or that:

    And yeah, unlike polygon models, voxel models are so damn easy to make! You can create an asset in no time, just like pixelart.

    Since Toyvox uses a custom voxel format, in the editor you will have tools to create models and animate them with either frame-by-frame or skeleton animation!

    How much will it cost?

    About 0 dollars. It's open source, as well. You just can't modify it.

    How can I follow its development.

    On my twitter, ukhenrik, or on reddit, u/auralinkk.

    Amazing! I want to see this happening totally! Also, how can I support you?

    Oh! I'm glad you asked. You see, I'm on school right now, and sometimes I get busy, also I'll probably need to get a job soon and my free time will end. That's why I set up a Patreon. If I have some incomes, I will be able to help mom with the home and invest on the development of this program.

    I'm loving this experience, and I'd really like to continue. Oh, wait, let me give you a link.

    https://www.patreon.com/mrhenri

    So if you're into voxels and engines and can see yourself using this engine in the future, make sure to either take a look or share <3

    tl;dr I'm creating an awesome voxel general-purpose game engine that's free (but i'd love some support on the Patreon) and (kind of) easy to use.

  • Working on a birthday presente for a friend. I have one week to make a full, interesting and fun game.

    https://i.gyazo.com/b10c6e879c369f6ae6add600729e9a8b.gif

  • A while ago I started a project of my own voxel engine. Like all the other voxel (not minecraft) engines, with flat-shading.

    But lately I decided to make a unique type of voxel engine. Treating voxel images and space not as polygon meshes, but as in the same way images are treated in.... Photoshop or editing softwares, or in Construct3. Using eventing you can move them around, rotate, stretch.

    You can rotate, translate, stretch...

    And for lighting you can apply normal maps and such. There will be effects similar to WebGL and everything 2d pixels can do!

    It's extremely easier to use than normal 3d engines, even if you want to make a game that moves only on two axis (dungeon crawler, RPG)

    It will even support 3d tilemaps. So you can add models to the blocks and make a minecraft-like, or a 3d tile RPG game.

    If you're intersted in my "image voxels", of with voxels in general, you can join my Discord community. It's pretty empty right now, but we can make it grow.

    discord.gg/zNJ7zh5

    (BTW, I want a cool name, pls help)

  • Ok, this is a tricky one.

    I store items on a string like this (it's just an example, what i actually store aren't names, but some other thing):

    Alex,14;Emanuelle,12;Hector,5;Laurence,13;Fabrizio,10

    When i want to write all these items on the screen, i use a FOR loop, and the tokenat() function to retrive all the values in order.

    It ends up like this:

    Alex 14

    Emanyelle 12

    Hector 5

    Laurence 13

    Fabrizio 10

    I want to create a function that rearranged the objects based on some property of the item. For example, rearrange the names on ascending age order, like: Hector, Fabrizio, Emanuelle, Laurence and Alex.

    How can I do that. With events.

  • Second, I don't want to critically reduce memory usage.

    And First (wait, did I mess it up?), I do use Loader Layout to have my custom Loading Screen to mantain the players entertained while the game is loading.

    I think that you are suggesting to make the first layout a loader layout, right? That'd be cool, and I tested.

    My first layout is the Menu, and if I click 'New Game' too quick it won't even have a layout to go into. Now it does cut the loading time drastically but that's not what I asked for...

    I don't actually want to reduce loading time, I want to know if it is possible to:

    1. have loading sections between areas inside the game instead of one big loading at the beggining; That would load the layouts, like, the levels of a certain area. (I use pretty much the same images troughout the whole game. There are some new ones that appear at later points in the story but that's not actually a problem or anything.)

    or

    2. have no loading sections at all. For example, Undertale and Deltarune don't have a loading screen. Of course, they were created with GameMaker Studio; but I wanted to know if I can do something like that in c2. Like, I won't export my game to the INTERNET, I will export it to Desktop as '.exe', and to mobile as '.apk'. so the files all the files will actually be already at the player's computer, and won't need to be downloaded from a server.

    If it is not possible, i wanted to know WHY NOT? Like, how do Construct2 load the images and sounds, and layouts?

    And It's ok if I'd actually need third-party methods to accomplish that.

  • Making a GLOBAL Variable is the right approach. The problem with your method is:

    When Collecting

    1 -> Player: Set Double_Jump to True

    2 -> Player: Set Platform double-jump Enabled

    When Respawning.

    3 -> Player: Destroy

    4 -> System: Create object Player on layer "Entities" at (CheckPoint.X, CheckPoint.Y)

    You could solve this in 2 ways:

    , instead, spawn the blood at the death location, then, teleporting it to the last checkpoint.

    Alternatively, you can to like I do in my game, The Skylings:

    [Global number canDoubleJump = 0] (Global Variable)

    On Collecting:

    Replace

    "Player: Set Double_Jump to True" and "Set Platform double-jump Enabled"

    with

    System set canDoubleJump to 1

    On Respawning: just keep it the same

    Then add another block like this:

    + System | canDoubleJump = 1

    -> Player : Set Platform double-jump Enabled

    + System | Else

    -> Player: Set Platorm double-jump Disabled

    This way, the double-jump status is not stored at the player, it's just affecting it.

    HOPE IT HELPED :D

  • Yes. Good CGI, good story.

    Probably the greatest videogame adaptation movie ever.

  • Hello. That is, weird. And will be difficult to help without taking a look at some code. If you can, take a screenshot of only the parts that are supposed to make this work. It could be a syntax problem

    I will assume you are not using Local Variables or Instance Variables.

    Also, I'll assume that you are not just setting the player's Platformer's double jump status to true. Also that there aren't events that clear your powerup.

    Now there is a behaviour on Construct2 that keep objects the same even when reloading, it's called "Persist". Maybe it will help.

  • This has been also happening to me lately. I think it's a problem with the system, not with your project.

    I may be wrong, however.

  • The answer is probably no, the games use the loading time at the beggining to download all the images, and resources, and all of that stuff.

    But I am making a long game for DESKTOP and MOBILE (ANDROID, and probably iOS) with lots of sprites, musics and sfx, and the loading time is already about 20 seconds with almost NOTHING of the game completed.

    Is there a way I can load only the menu and the starting area at the beggining, and at each area have a little loading section that unloads the previous one and loads the next?

    Alternatively, is there a way to completely remove loading...? Since I am not exporting for WEB, but for desktop as an .exe and for mobile as an APK.

    Thank you for your interest in helping.

    If the answer is indeed 'no', too bad..?

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  • I need to do that at runtime, many ticks a second. Won't it be heavy?

  • If I get a square sprite, and shrink it on the Y axis it will become a rectangle. But if I rotate that sprite the rectangle rotates. What I want to do, is have the sprite resized on the screen Y axis not on it's local Y axis.

    Hope it's understandable.

    I'm trying to do perspective with it.

  • So now, I just implemented Z Rotating and Y Scale. That means you can actually rotate the camera while running the game. Maybe that will be useful.

    And since the renderer is separated from the physics and geometry, you can create mods or different ways of rendering, and even switch between them on the fly.

    My next task will be collision.

  • Yes, that's what you heard. I's going to be fully commented and easy to use and expand. It comes with three dimensional movement, events such as "onJump", and a demonstration that you can play and learn how to use this system.

    It's going to be called "JUMP ENGINE". If I suceed to finish it, I'll release it on the Store. But if I get enough support from the community I may release it for free, who knows?

    Acceleration/Deceleration on px and py axis are working fine. And the jumping system is working as well, with a very HIGH customization, letting you even set the number of possible jumps to any number you want! (Like, more than 2).

    My twitter is https://twitter.com/ukhenrik by the way.

    DEMO: https://bitwinofficial.itch.io/3d-like-template-for-construct2