KZR's Forum Posts

  • +1

    Developing a NES-esque game, where tiles are sizes 8*8 or 16*16 is currently an eyebleed

  • Just like the title suggests.

    Since I updated to r188, I can't preview my projects.

    Normally I preview in Node Webkit because of the increased performance and because it's closer to a PC version.

    Somehow preview does not work anymore, not even in the browser.

    I'm using Windows XP SP3 32 bit. I have a core 2 duo 2.20 GHz with 4GB ram.

    Node Webkit fails to initialize with error 0xc0000005.

    The browser fails for whatever reason. I don't have a firewall, I don't have server software, nothing that could interfere.

    If I export as a website, though, it works.

    both NW and C2 un/reinstalled a thousand times, in different orders, folders, configurations... nothing solved my problem.

    rolling back to 186.2, where all was good.

    by the way, on a VM it gets even worse, it gives directX errors. I guess I can't use Linux after NW stopped being part of C2. That was a terrible decision IMHO.

  • I would not say it is a bug, but i have the same problem with bullet behaviors. When the application can not keep the frame rate, collisions are skipped along with the frames where they should happen. C2 is the first engine where i see this happen, and this is bad! collisions should be handled before the frames are rendered, and even if the frames are discarded collisions should ALWAYS be taken into account or most games will break under slowdown (think about unexpected disk access peaks, for example)

  • Great plugin. Keep up the amazing work! I think I'll buy it after the update.

    +1

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  • want to buy it, but i'm reluctant about how it integrates with the editor. can we get videos or screens on the matter?

  • Is anyone else interested? Also, any questions, comments, critiques? Let me hear from you, community.

    What do you expect of such a game? What would you like to see?

  • Hi everyone

    I have posted a help request long ago, but I wasn't really sure about the way the project would go. Now that I have done a lot of thought and planning, I would like to create a small team to give it a go.

    The game genre, if it can be defined, is a metroidvania action-rpg, with fighter and stealth elements, as well as a heads-up to the unique physics of Sonic.

    I have most of the game prototyped in another engine, and have recently started converting it to C2, so people who can handle the logic are more than welcome. Of course, I would need more than that so if you're interested, please reply.

    me, I'm an artsy guy, I make graphics and sound, and can also do some logic programming.

    ---

    The game will (ideally) feature:

    • A story, lore and game world that revolve around (but not limited to) a fantasy world inspired by middle age Asia. This means there will be not only cultural references, but also mythology and a whole lot of fantasy to the mix.
    • Characters, both PCs and NPCs include warriors from these times, Ninjas, Samurais, Monks, etc, each with their own skills, attributes and perks.
    • Sidescroller sandbox exploration, which defies the laws of physics by running on walls, ceilings, and even on water; climb, grind, swing, slide. roll and do daring jumps, opening up new ways to explore levels.
    • 24h clock complete with day/night cycles, seasons, weather, and calendar. This will influence the gameplay greatly, from NPC behaviors, stealth success chances, item drops, etc.
    • Character development through a proficiency system, which means the more you do something, the better you get at doing it. This is allied to the typical XP/Level system which boosts the base stats only.
    • Varied enemies, from the typical forward-charging-berserk to smart and stone-cold ones.
    • The fauna and flora can be with, neutral, or against you. Most animals are passive until you screw it up...
    • Go on your quest and accept missions. or just fool around...
    • A fighting system reminiscent of Street Fighter, with some other unique elements.

    Most of these features have already proof-of-concept, so it's nothing impossible

    With the help of various people and free resources, i built a prototype which can be found if you follow the links in my signature.

    For videos, you can check here:

    latest builds in the previous engine:

    https://www.youtube.com/channel/UCEM5OU ... Jog/videos

    older builds:

    https://www.youtube.com/playlist?list=P ... 746F5F8A13

    --------------------

  • thank you for your replies. I am actually grasping it event-wise, the thing about having it as a behavior, is that it would be ready to use for others, and don't look so scary to configure and get running.

    A few tweaks are still needed, but the basics of 360 degree physics are there. Those wanting to create Sonic games in C2 can take this logic as an example.

    This is how it should play:

    http://youtu.be/Cggx2Ep9fSE

    Please note that this is an early prototype from 2012 that was made in another engine. Those are the physics I want to achieve.

    this is the current state of things in Construct:

    Demo

    https://dl.dropboxusercontent.com/u/202 ... index.html

    If someone would like to help refine the behavior, perhaps even join the project, please drop me a PM.

  • same problem here. project exported, the linux executables don't work, even with all the needed permissions and marked as executable. Ubuntu 14.04

  • I've been using an engine, from which i would like to port the character system into C2, which means the final result would be a Platform-like behavior, with many extended options, to make the actor behave like anything between a simple jump and run, to full blown sonic the hedgehog style physics.

    The reason i'm dropping the old engine is because it's development stopped and my programming skills are very bad. I was able to add some small new features, but C2 is much more advanced in general, only lacks a behavior similar to the one described.

    Now the hard part: I know most of the people here will not work for free. If someone would that would be awesome, if not, post your price. This is the C source to the actor:

    https://www.dropbox.com/sh/hgcywievk2al3is/AAA1IMLRdj6j1DpPYEfHRMqha?dl=0

    The point is not to make a direct reproduction, but to make a platform behavior flexible enough to contain most of the features, and letting the Constructor choose which to use, and configure the behavior with variables and booleans.

  • i've posted the details on a thread here, i'll email them anyway.

  • i'm definetely in need of C2 programmers. my questions are:

    -do you feel a side-scrolling RPG is something you would like to work on?

    -how do you wish to be compensated for your work?

    -would you like to embark on a team for a long-term project?

  • same here, and i can't determine a cause. it happens in what it seems, a random basis.

    Happened with free version since i use C2, happens in personal as well.

    specs:

    C2 Personal 64bit r128.2 beta

    Intel Core 2 Duo 2.20 GHz - 4GB Ram - Geforce GT320M 1GB VRAM

    Windows 7 Home Premium x64

  • i hope this is not defunct and development is still underway. if we could have the objects visible in C2 while editing, a lot could be done!

    i'm thinking like overhead cubes making up a city, or low-poly terrain models for platformers...

    don't let this die :D

  • i think i found a way to make a state machine using groups and a state name text variable.

    Local State Machine

    A good thing about it is that i can create state machines when needed, while still running global events! :) This goes one step forward from the engine i used previously, where everything ran on a state machine.

    Also edited OP and renamed topic. Can you please move it to an appropriate section?