lolpaca's Forum Posts

  • Thanks for the reply! I don't think that would work though, unless I've misunderstood it. The problem's that "Push out solid" simply triggers for every solid the object is touching, not just the solid being referenced in the event.

    Basically, flying monsters can move over furniture (sprite, solid) fine, as I don't have any collision events set up for them & the furniture. But when a piece of furniture is close to a wall (tilemap, solid) and the flying monster collides with the wall while also over a piece of furniture, it suddenly pushes them out of both, which looks a bit jerky and rubbish.

    One possibility is just to remove all solids from the game and do all of the push out stuff manually with custom movement... but that'd take quite a lot of work with the project in its current state, and if I'd like to see if there's an alternative using the native push out first. I might just be misunderstanding your example though, if I have could you explain a bit more please?

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  • I'm having a bit of trouble with enemy movement in my game. I have a main tilemap which should be completely un-traversable for all enemies, so I've been using the "Push out solid" action when they overlap with it. The problem is some enemies have a "flying" attribute, which enables them to move over other solids (like furniture in the rooms) normally, but when they collide with the tilemap, the push out solid action pushes them out of the furniture as well as the tilemap.

    I've tried using custom movement to mock up my own "push out solid" behaviour, but it's hard to get it working with the tilemap, since there's no easy way to push something in the opposite direction of the point of collision (pushing it in the opposite direction of the tilemap itself won't work).

    Is there any way to make certain objects only treat certain others as solids? Ideally flying enemies should be seeing the furniture as non-solid, but the tilemap as solid.

  • Basically everything TiAm said. There comes a point in nearly any project where you have to face up to the fact that the code you've written is crap and you need to re-draft it leaner and better. I've found it's best to bite the bullet and do this as soon as you notice it, rather than staving it off - saves a lot of arseache in the long run.

    If it's motivation with finishing a project that you mean, I think if you're not enjoying working on a project, maybe it's just not for you. Trust your own instinct with what's worth pursuing and what isn't. Obviously there are boring bits in any project, but the overall motivation to get this thing finished should be enough to get you through that, and if it isn't, it might be time to come up with a new idea.

  • My game's approaching the point where I want to open it up to a sort of early beta phase in order to get a good mix of people playing it, then use their feedback to inform the rest of the development. Hard to judge these things, but I'd say it'll be about 30%-40% complete by the time I do this. Has anyone done anything like this before and have you any advice about it before I do?

    I've thought of using a closed Facebook group, but would something like Newgrounds be better? Does Newgrounds let you restrict who can play/see your stuff? It'll mostly just be friends of mine, but if anyone here's interested in getting involved shoot me a message and I'll add you to the list

  • Looking very cool and Shovel Knight/Rogue Legacyish, look forward to seeing where it goes from here!

  • If you set angle to Shotgun.angle+random(-30,30) instead, it should work.

  • Sprite1.X-(Sprite1.X-Sprite2.X)?

  • BOOM. I'm an idiot thanks!

  • That's a lot neater, but still not sure I've got it. Here's the problem I'm having:

    The Up and Left directions work fine all the time, Down and Right only work sometimes. Pretty sure know why it isn't working - half the time the wrong absolute value is being subtracted, it should always be the smaller one subtracted from the greater one. I just can't figure out a (simple) way to do it.

    If I could just replace the values in those abs events with with "difference (EnemyZombie.X,EnemyZombieDetector.X)" I'm pretty sure it'd work fine.

  • Nice - that works, but I still seem to need 8 events rather than 4. Eg for "WalkRight", I need to test twice - one for when Sprite.Y > Destination.Y, and one for when Sprite.Y < Destination.Y, as it changes the order of the subtractions. Might be my crappy logic though! Is there a way to do it in 4 nice neat events?

  • Is there an easy way to just test the difference between 2 values? I'm making my own directional animation events which should say something like:

    If (Sprite.X < Destination.X)

    and (difference (Sprite.Y,Destination.Y) < difference (Sprite.X,Destination.X))

    Set animation "WalkRight"

    If (Sprite.Y < Destination.Y)

    and (difference (Sprite.Y,Destination.Y) > difference (Sprite.X,Destination.X))

    Set animation "WalkDown"

    ... and so on for all the other directions. I know I can do it manually by subtracting one value from another, but all the Cartesian positive/negative stuff's twisting my head a bit Is there an easier way to do what I'm trying to do?

  • +1 to global booleans, God yes. I know it's easy enough to just use zeroes and ones, but it feels 'messy' somehow...

    Also some sort of folder or other organisational system for global variables would be nice, I can end up with extremely long lists to wade through every time I need to change one. The option to switch to a text-based editor and do "Find and replace"-type actions would also be amazing.

    Built-in extensions and improvements to existing behaviours would be nice too. Just making semi-decent AI can be quite a hassle: I know doing it yourself gives you more control, but there are certain AI behaviours (eg flocking, wandering, swarming, avoiding obstacles without glitching/popping around everywhere) that are common to a lot of games and it would be handy to have built-in. Some sort of MoveTo+ (super fast dynamic pathfinding edition) would be a dream come true for me.

    Basically put R0J0hound and RexRainbow on the payroll, you won't regret it

  • To be a really good (solo) game developer you have to be good at so many things. A good head for logic is a great start and will minimise the amount of time you waste making bad code, but you also need an eye for graphics, an ear for sound, a game-player's sense for what's working and what isn't, the ability to organise a project and plan ahead, a lot of self-discipline... and that's just the basics really

    So no, better IQ doesn't mean better games. Having a genuine love for games (not just videogames), and a burning desire to make one yourself, will take you much further IMO.

  • EDIT- Crazy triple post, sorry

  • EDIT- Crazy triple post, sorry