Katala's Forum Posts

  • Unfortunately I might not have enough time. Maybe I squeeze something in 12 hours or so if the theme is fun enough.

    Also if someone is going to stream it would be nice to have link here.

  • To import gif, right click on animation frames window and select import frames and select your gif file.

    To show number on Sprite you could set the number images to frames, set the animation speed to 0 and just set animation frame from value. Note that you just need frames from 0-9.

  • Very nice thing you have going on here. Would be nice to contribute something to it, but I understand if it gets too complicated if there are lot of people putting something in. I was thinking mainly on the logic side.

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  • megatronx [quote:1znkqmg3]When you have more, let me know, and I can make you some killer soundtrack for it.

    Really? That would be great. C&C games are my main inspiration . However I think I'm going to mainly concentrate other, a bit more simpler game for a while. All my projects tend to get somewhat complicated. So it might be take some time.

    Also I know next to nothing about this Dune game, but the soundtrack is quite awesome.

    http://youtu.be/HJgdp4uhSbs?t=1h30m38s

  • Copons I think that method should be good for city builder when you basically have to set that position only ones for buildings and you still have that easier space to work on the logic. If you are planning more of a simulator, I would guess the isometric projection is one of the easier things to do. It was discussed somewhere in the forums that if you are planning to make cars as "agents" something like in Simcity you don't necessarily have to calculate the paths again every time, but store the notes and then just use them and build sort of path node bank as the game progresses. Also if the cars aren't overlapping the buildings you would't necessarily have to constantly check the z order.

    Well maybe I'm getting a bit ahead of myself I just have thought about something like simcity before when the new one was what it was.

    Indie Game: The Movie was very interesting and inspiring indeed. Also I would say games like

    Castlevania 3 (Basically only you and your whip, memorable and hard bosses, challenging in general, would say it is a platformer strategy game) Doom (simple action, but not too simple)

    Contra (challenging 2d tactical action made well)

    original X-Com (good balance of stragedy and management, would say Xenonauts took maybe a bit too much away of the management side)

    Mario games (basically source of almost all platformer mechanics ideas)

    Diablo 1 and 2 (Story and atmosphere. Also character building at least as important as loot)

    Dark Souls (No hand helding or even shoulder to cry on. Challenges seem impossible at first. Also interesting story telling)

    Unreal (I think it is a

    adventure FPS in interesting world. Also the AI was quite unreal at the time)

    Startropics (Game keeps you constantly on your toes by introducing new things and traps)

    Tales of Phantasia (Something new to old JRPG battle system. Also good music)

    Morrowind (First openworld rpg I have played. It was just the thing what I was hoping when it came out)

    Rune (very long adventure with good combat)

    Severance - Blade of Darkness (More in-depth combat)

    Minecraft (Specially the technic pack part would make exellent game. Loads of clones and I don't know anyone to realize this. It was lots of fun to build and design automated harvester/planting machine)

    Hexen (Someday I will make that Hexen, Quake, Diablo, Chivalry action RPG with multiplayer and dungeon editors )

    Chivalry (Above)

    Dust: An Elysian Tail (Nice to look, I would really like this If there would be less fur and enemy juggling. Only one man (:\P )

    Insanity's Blade and Dethlands (I also would like to try this type of gameplay again)

  • Copons It depends how you handle te game logic. I only project objects from regular grid layer to isometric view. So what I do on building placement, I first project it from isometric view to normal grid layer, where actual game locig happens.

    mapX and mapY are values for map size on tiles.

    Set Building X To round((((mouse.X / 32 + mouse.Y / 16) / 2))-mapX/2)*64-32
    Set Building Y To round((((mouse.Y / 16 -(mouse.X / 32)) / 2))+mapY/2)*64+32[/code:9gxc3gd9]
    
    Then I project that building back to isometric layer same way as all other objects.
    [code:9gxc3gd9]Set IsoBuilding X To (LayoutWidth/2)+((building.X-building.Y)/64)*32+32
    Set IsoBuilding Y To ((building.X+building.Y)/64)*16[/code:9gxc3gd9]
    I use some offset corrections, but they should be just some last numbers I think.
    
    So I'm not sure how to snap directly to isometric view.
    
    Also I'm not great at math this just seemed to work  also if someone can come up with better formula it would be great.
    
    About this game there is some performance issues when I try to place unit weapons as separate Sprites to them. Even when I don't use this formula, but only setting their position to those isometric unit objects. Don't know if pin is any better. Could there be something else than for each, that I could use.
  • SamRock Do you mean did I try to edit the Tilemap plugin? Well I cannot really code.

  • SamRock Here is some good info about isometric projection. I also use this method

    http://clintbellanger.net/articles/isometric_math/

    You don't really need any special isometric renderer. The idea is that the actual game logic happens on separate invisible "regular grid" layer and the isometric objects are just drawn with certain formula from objects from that layer.

    I also posted isometric tilemap example using two Tilemap objects here

    https://www.scirra.com/forum/viewtopic.php?f=146&t=97423&p=747572&hilit=isometric+isometric+to+2+tilemaps#p747572

    For Z order I but all Sprites that need to be sorted to Zorder family and then if something moves on screen or camera is moved I call the update using zorder global number. Not function because on my understanding that could call it many times per tick. Not completely sure though.

    For the update you can use.

    For eagh Zorder.family (ordered) Zorder.family.Y ascending
    => move to Top[/code:3nvqr69g]
    
    Also to for better performance I use every second for the update based on Zorder objects on screen something like
    [code:3nvqr69g]every ZobjectOnScreen/500 seconds[/code:3nvqr69g]
    Making the update every tick can be a bit much specially if you have one wall tile as single object. You notice this in my game if you train a lot of units it's not so perfect anymore  Also note that on C2 version r166 there is some event engine performance improvements and this might be a bit faster as well. Just experiment with it and see what is acceptable.
    
    I was thinking about making tutorial about this, but I would maybe like to add some other functionality as well. Maybe floors and hills, but then it would start to be almost some sort of isometric engine and quite a bit of work. Would be interesting though
  • Seems that the pathfinding object is just turning. Try increasing the turning rate.

  • So if you would like to share any game cutscenes that were really memorable. No matter if they are pre-rendered or not.

    Here is my sort of list thing, but it doesn't have to be a list.

    1.

    Subscribe to Construct videos now

    2.

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    3.

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    4.

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    5.

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    6.

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    7.

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    8.

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    9.

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    10.

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    11.

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    12.

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    13.Duke Nukem 3D End Movie

    14.

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    15.

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  • Lot of them are web games.

  • keepee I get this.

    Could it be from GPU blacklist? I have GeForce GTX 560 Ti TOP. Though I don't get any forced canvas2d rendering.

    Edit: Works on Fullscreen quality set low.

  • keepee, Your welcome Just a shame it doesn't work on Webkit.

  • You can set layout and layer angle. Was this the only thing you ment?