jobel's Forum Posts

  • pushing down for me works fine. as long as it doesn't get caught on a corner. maybe look at the collision polygons.

  • -make the bullets 200% larger.. I had no idea I was firing until I really looked close!

    -use health bars instead of a number for health.

    -try making the enemy stop when it comes within a certain distance of the player, then resume if the player gets too far away.

    keep up the good work!

  • dop2000 yeah that was the clamp I was trying to do... I got confused thinking the camera was the player which is why I did Self.X - I meant Player.X

    THANKS! very much appreciated!

  • dop2000 thanks for the help!

  • dop2000 I tried setting MaxDist, it doesn't work for when the player is moving. It works for setting the max when the player is NOT moving. This is why I was saying I think it is the lerp(). When the player moves, the camera lerp is trying to catch up to where the player is, and that is adding to the distance away it is from the player.

    I'm talking about setting an overall clamp... i.e. never letting the camera go past 300 pixels to the right.

    EDIT I think I may have it. I set the MaxDist to 200 and the lerp to 5*dt and that seems to have done the trick. I see now why my clamp() wouldn't work.. :( that was dumb of me! it's early morning here!!

  • dop2000 that is great! (only looked at the second one)

    so you are getting the angle and the extreme of the analog stick...dividing by the MaxDist and making that your clamp?

    one issue I had my original as well is if the analog stick is extended in place and simultaneously the player travels in the opposite direction...the result is that the player goes off screen. On the flip side, when the player moves towards the direction of the analog stick, the player proceeds the camera.

    to clamp the camera while the player is moving I've tried a few things. But I think it may have more to do with the lerp maybe?

    I added this to the Set Position:

    clamp(lerp(Self.X, (Player.X+d*cos(a)) , 2*dt), Self.X-100, Self.X+100)
    clamp(lerp(Self.y, (Player.y+d*sin(a)) , 2*dt), Self.Y-100,Self.Y+100)
    

    I made the lerp a little faster and so it won't go beyond 100 pixels in every direction, but that doesn't seem to be working either...

  • closest it comes to is Chaplin - a cleric/minister/priest etc.. of a religious tradition, attached to a secular institution such as a hospital, prison, military unit or school.

  • WELL DONE! very nice production. I love all the music and the story was really captivating.. it was a little slow at first - but once you went to 'heaven' you had me.

    My only critique would be to add more animation frames for Verm and other characters. Your art is so good, that it was marred by too little # of frames, making the walking animations not smooth and too fast/slow for their movements. (but maybe this was because of the itch.io limitations?)

    My other minor critique would be to have the movement obstacles (or walls) more smooth. It didn't feel good moving Verm around corners, sometimes he would get stuck.. it didn't feel like good movement. Getting 'caught' on an edge is what I am talking about. Since it's not a platformer it should be really smooth movement.

    Your creative use of parallax is just down right inspiring! great job there! Honestly it was one of my favorite parts going into a battle.

    Also seems like a very ambitious project if you are to end up delivering a full game. The amount you will have to implement seems really intimidating! you probably need to put in up to 8-10 hours of gameplay?? or more?

  • you can always get to the center of the screen with system variables scrollx and scrolly

  • Whats the best way to go about this?

    I tried 8-dir movement on the camera, but it's not working great.

    I'm trying to

    -make camera follow player when the right-stick is idle

    -move the camera independent of the player with the right stick

    -only let the camera move so far from the player

    -tether the camera to the player so the player even when the camera is fully extended so it can never move out of range of the player.

    drive.google.com/file/d/1mdB8Xv34WmetRYVd7V8JXyKluXvO_2J5/view

    any help would be appreciated!

    Tagged:

  • In my current project I want to offer certain video options to the player, changing the resolution, hi/low quality etc.

    you can currently change the Quality from low/high

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  • is there a specific reason you would want to do this? I only say it because usually you want all the art of your game to be done at the same resolution so that your pixels sizes remain constant.

    Afaik there is no way to do it in C3.. I think there may have been a way to do it in C2 (not sure about that).

  • Magistross I remember years ago when I used to write shell scripts in (Bourne shell I think) I would do:

    expr `1+1` (with tidles) or something like that..with grep maybe? I forget! but this seems different. I only know lower level programming languages maybe that's why its unfamiliar to me.

    Thanks for the link!

  • Magistross what exactly is RegEx? I know it stands for 'regular expression'. But is it native java or rather a shorthand? I don't understand the syntax except for some small things I picked up here and there... '?' is an if condition etc... where do you recommend I learn more about it?

    I looked at RegExr.com and I don't even understand what it is...

  • DarkRoomGames very impressive! it feels like Mortal Kombat! my only suggestion: make the health bars about 3x bigger!