Lost my Keys's Forum Posts

  • To be fair, the last time I attempted this was a long time ago on a much older version of Construct, and I was expecting to have to do the same sort of stuff now. Guess not, though.

    Well it works so yay. Now, about that making a widescreen game work on 4:3.......

  • Lol, so after all the problems, blood, sweat and tears, that's it? That's the solution? Awesome haha.

  • So, you post 6 threads, won't do any of the challenges yourself, just expect others to do them and respond like a jackass whether it was deserved or not.

    Did I miss anything?

    Besides the point? I mean honestly, all he's done is moan. If he didn't like these ideas, he could have, oh I don't know, ignored them? Now I'm sorry I couldn't make any of the challenges about distort maps, but I had to go with what the majority would have wanted, and few people seem to pay attention to him going on about distort maps. But that doesn't give him a right to talk down to me as if I didn't search first, which I already said I had. Why should I sit in silence? He was out of line and deliberately being rude. If he's got a problem with that he can PM me about it, not send a friend to fight his battles.

  • Again search the forums. If you had you might have guessed that something like this was best left to a plugin.

    Wow, searching the forum, what an inspired and well thought out suggestion, why didn't I think of that?! *rolls eyes* If you'd READ what I wrote you'd see that's where I got idea's for these, genius.

  • have black bg make a layer with all your graphics pure white, then you have to set up another one ontop with a bunch of white squares on it which you tile for the entire screen area. you give those squares an effect that grabs the draw are behind them (additive plus, magnify, opacity plus) set there properties to 0%, then add tint plus to those squares, and adjust the tint of the squares to stain the white gfx below them

    http://dl.dropbox.com/u/1010927/attrbclash.cap

    example thrown toghether, to actually have objects be certain colour and stain the bg like in that "ruins" one would mean you need to adjust the colour of squares which the objects to be colored overlap

    EDIT: heres one with said effect http://dl.dropbox.com/u/1010927/attrclash.cap theres no ordering yet but that would be easy to do with an ordered loop and a family

    Hehe those look pretty cool! I might give that a go, thanks!

    i think a pixel shader could be written for it, but setting a "colour" for objects might be hard to implement, your gfx's would need to have their colour incoded in them somehow.

    I think to do it with a pixel shader, it would do something like first cut down the colors to just a few of them, then, for each block, find the most used color in each block at a specific time and use that. Or something along those lines. I dunno, I linked to a pixel shader further up that can do it, but it doesn't work in construct. I looked at tutorials on how to write them and none of them made any sense and seemed to miss out whole chunks, they all tell you how to write the start bit, the end bit, but forget to go into useful detail on the actual important bits. I had a go at that FX thingy of Nvidia's and got nowhere either. Oh well, never mind.

  • >

    > > Nobody ever said doing isometric was easy?

    > >

    > > Also... why are there six of these threads at once? Isn't that overkill? You could have had these run, you know... one at a time

    > >

    >

    > Cause I got excited with the 6th one, besides, never could wait.

    >

    Aside from the YC now being taken over by these threads I'm concerned that you won't get as many people participating in these as if you had waited to post them one at a time. Now people are going to pick and choose one or two instead of giving them all a shot.

    Also, in all honesty some of your challenges (like this one) are really not "easy." Nobody has taken on isometric and won because isometric is hard to do. Yes, I can confidently say that Construct is capable of it, but the math involved is more than most are willing to struggle with.

    And you're asking people to make AI for things like beat-em-ups and stuff for a 2d brawler or a full-blown roguelike with battles and everything. Those aren't "easy," they're practically full games. The mouse challenge was good because it was a nice little logic puzzle that you could get concise answers to.

    Ok, well, delete them then. Only did them as a bit of fun for people but if they're going to cause trouble, get rid of them, I could only delete two of them so you'll have to get the others.

    [quote:45m2vyzf]Also, when are we going to see your examples of how these challenges are done? It seems only fair that the challenger show what he's capable of

    I'm an artist Jim, not a programmer, lol. I can't do them, wouldn't claim that I could either. If I'd picked things I could do, then it wouldn't be much of a challenge for anyone (and people would complain about that then too lol). Would be great if I could do them cause it looks like fun and I'd get to show off. But alas it's not PHP and that's the only programming language of any kind that I know.

    So yeah, get rid of them, though keep #6 cause I like the theory of how that would work, and since I like the top down games, the solutions for that one would be useful to me too.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I been making a beat'em up game so I can say it's easy.

    I can say this because I did the research on making a fighting before I started doing it.

    But if you had read some of the post on this topic on this forum they all say that making it is hard to do.

    All you need is the is the platformer behavior animations and some collision box.

    The only thing is a project like is very repetitive .

    The event sheet would be so big even if you were to use one or two characters for this.

    Only intermediate to advance users would understand it really.

    you can think of it a step up from a platformer in terms of AI and animations.

    The only problem I can see is to do a getting the keyboard to do ("<v> A"or "back,down,forward,A button")

    HADOUKEN

    !

    I think I saw some of your posts on it. Using the shadow as the ground target I think, right?

    I had a think about the combo's, private variables could work for those perhaps? If a specific animation follows another one, update a variable, if a different one follows, then clear it. So in theory if the correct sequence of animations are played, the variable eventually hits a set number, which in turn would trigger the combo move. It could work, couldn't it?

  • Nobody ever said doing isometric was easy?

    Also... why are there six of these threads at once? Isn't that overkill? You could have had these run, you know... one at a time

    Cause I got excited with the 6th one, besides, never could wait.

  • This seems fairly simple, I'll take it. But do take note that sprites should be drawn in a way they are facing the angle 0, which is to the right. You drew your tree shadow diagonal. Just draw it straight up, then turn by 90 (the image editor allows that) and there we go

    Edit: actually, just take 'em as they are and turn the image by 45 degrees. Easy fix

    I didn't know that My bad, I didn't think it mattered unless it was something like a player character (but now I think about it, yeah, erk, sorry hehe). Can I blame that on the witch too?

  • But I don't think there is any serious example of an isometric engine, so it would be interesting to see what the challenge yields.

    However, judging by the tilesets, this is going to be a handful. Eh, I'll check other challenges out and see if there is anything I can do in less than one day

    lol

    I'll fix the original post to mention there's no requirement to use any or all of the tiles included. They're just there as an option and to give folk plenty to play around with, plus someone who might suck at art may want to have a go for example too, and it'll mean they can as well. I also chose those, besides them being neat looking, because they were laid out in a construct import loading friendly way.

  • Welcome to the "IT'S EASY!" Challenge, part 6 of 6.

    Inspired from the "Oh it's easy, Construct can do anything that's in 2D" reply that I've seen a lot. I decided to create a few challenges, see just how 'easy' some things really are. I dunno, call it the virtual equivilant to Myth Busters, only with a much better looking host.

    <img src="http://steamgauge.com/misc/construct/challenges/its6.png">

    Challenge #5 - Fake realtime shadows

    The badly drawn red face, we'll call him Dudley. Has a torch with him, so he can see where he's going in the evil badly drawn forest just outside of badly drawn town in the kingdom of childish scribbles. Unfortunately a wicked witch has cast a spell that makes all the shadows do the opposite of what they should be doing, why she did this, nobody knows, and nobody really cares, but it was probably for attention because nobody ever goes to visit her and the children make fun of her and throw eggs. The challenge is to not only make the tree shadows behave correctly by facing away from Dudley as he passes by. But also to stretch, skewer and fade them out as he travels along, closer, pass and further away from them, like a real shadow might behave.

    Basically, behaving sort of like real shadows, and sort of like the shadow casting behavior, only unlike the behavior, this method would work to create customizable shadows to fit the object supposedly casting them.

    I'm also betting that the results of this challenge is bound to be useful to a lot of people, because who wouldn't say no to shadows with this level of control?

    Download: here

    Rules:

    1) Use any methods Construct provides, to create it.

    2) You must provide your cap and workings, not just exe files, so others may benefit.

    3) Your solution must be replicatable by other users (don't include unreleased addons or methods which others may be unable to use).

    4) The resources are provided as is, but you may if you need to, edit them further. But please show what and why you did it.

    5) Dont' reply with "It's easy" unless you can also include a cap as proof.

    6) You don't have to leave the shadows as rotating, you can use other methods such as skewering or stretching, depending on the distance and angle the player is at, compared to an individual tree/shadow

    7) The tree and the shadow must remain as single sprites, instanced across the layout, you can't clone them as individual sprites per tree/shadow. Because can you imagine the horror of trying to use them in a real game, if EVERY tree and shadow was a completely different sprite!

    The winning entry will be whoever comes up with the best or most elegant working solution to the problem. Challenge is open to everyone.

    End Date

    Midnight January 20th 2010 (Eastern Time, US)

    <img src="http://steamgauge.com/misc/construct/challenges/easy6.png">

    Good luck!

  • Welcome to the "IT'S EASY!" Challenge, part 5 of 6.

    Inspired from the "Oh it's easy, Construct can do anything that's in 2D" reply that I've seen a lot. I decided to create a few challenges, see just how 'easy' some things really are. I dunno, call it the virtual equivilant to Myth Busters, only with a much better looking host.

    <img src="http://steamgauge.com/misc/construct/challenges/its5.png">

    Challenge #5 - Fatality!

    Using the provided resources, create a 2D Beat-em-Up in the style of Street Fighter. Use the same character sprite for both players (to make it easier), and the provided background. You do not have to include any sounds (unless you feel like it).

    Download: here

    Rules:

    1) Use any methods Construct provides, to create it.

    2) You must provide your cap and workings, not just exe files, so others may benefit.

    3) Your solution must be replicatable by other users (don't include unreleased addons or methods which others may be unable to use).

    4) The resources are provided as is, but you may if you need to, edit them further. But please show what and why you did it.

    5) Dont' reply with "It's easy" unless you can also include a cap as proof.

    The winning entry will be whoever comes up with the best or most elegant working solution to the problem. Challenge is open to everyone.

    End Date

    Midnight January 15th 2010 (Eastern Time, US)

    <img src="http://steamgauge.com/misc/construct/challenges/easy5.png">

    Good luck!

  • Welcome to the "IT'S EASY!" Challenge, part 2 of 6.

    Inspired from the "Oh it's easy, Construct can do anything that's in 2D" reply that I've seen a lot. I decided to create a few challenges, see just how 'easy' some things really are. I dunno, call it the virtual equivilant to Myth Busters, only with a much better looking host.

    Rather than waiting until the closing date of each challenge, I've decided to just post them all together, so everyone has a choice and there's something for everyone then. Plus I'm really proud of challenge #6 and wanted to see what people came up for it so yeah

    <img src="http://steamgauge.com/misc/construct/challenges/its2.png">

    Challenge #2 - Isometric World

    Using the supplied resources. Create a simple isometric area where the player can go in front of, and behind the raised tiles, as well as be able to get up and down different levels of height, to walk on the raised area. The monster must also be able to behave in the same way. There is a large number of sprites provided so you shouldn't have trouble putting something together. You can use the player sprite for that of the monster too, so long as the monster is an NPC.

    You don't have to use all the tiles provided, or any of them for that matter, if you don't want to. They're just included as an option for anyone who wants to use them.

    Download: here

    Rules:

    1) Use any methods Construct provides, to create an isometric demo.

    2) You must provide your cap and workings, so others may benefit.

    3) Your solution must be replicatable by other users (don't include unreleased addons or methods which others may be unable to use).

    4) The player sprite is player controlled, but the monster sprite must be an NPC.

    5) The cap and sprites are provided as is, but you may if you need to, edit them further. But please show what and why you did it.

    The winning entry will be whoever comes up with the best or most elegant working solution to the problem. Challenge is open to everyone.

    End Date

    Midnight December 15th 2009 (Eastern Time, US)

    <img src="http://steamgauge.com/misc/construct/challenges/easy2.png">

    Good luck!

  • - the RTS behavior generates a complete path in the 'Move to' action, stores it, then just starts moving the object along the already calculated path. So it's not actually running any pathfinding logic as the mouse moves around, so you'll see negligable CPU usage. The biggest problem with that system is if the path is really big and complicated, or you're moving hundreds of objects in one go, it could hang for a second or two while it calculates all the paths.

    Ahh that explains it then. Still impressed it managed to do it at all hehe. Now I want to make an RTS based on the Aliens movies, smart movement like that would be perfect for the Alien side

  • Solved it! Well sorta, it's basically doing what I already suggested, and using a bit of creativity, and some of what deadeye was onto as well.

    I should point out that this will only work "properly" if your game is flip screen like the two I saw on your website, with the black guys. Course if your game scrolls then this whole aspect ratio thing is a farse because you so wouldn't need to worry about it. But even then, it would still work!

    Ok this is what you do:

    Make your layout the size of the largest fullscreen display currently available, don't worry this wont effect filesize or anything like that.

    Create your game >>>>>>> AT THE CENTER OF THE LAYOUT <<<<<<< This is very important, it'll not work right if you don't do that. continue to make your game in 320x240.

    Now, around your actual game window within a window. Create a border, a nice pretty graphical border, how it looks depends on your game. Put this border on the OUTSIDE of the 320x240 window. Because you never want your 4:3 users to see this border, it's not for them, it's too good for them and they're not allowed to see it.

    Now then, create a tiled background, on the lowest layer. Make sure the tiled artwork matches your border you just made, so it looks like it's part of it. Cover the entire background with that tiled background image.

    Right, by now you're looking at it and probably thinking "Nobody is going to play a tiny window like that on a huge resolution you idiot!!!" But that's cool, that's exactly what I want you to think, and if you're thinking that, then you've done this right so far.

    What you need to do then, is create a layer which will sit above EVERY OTHER LAYER, it wont scroll it wont move, and it has to sit exactly over your 320x240 playing area, taking into account the borders too (hey maybe the 4:3 crowd will get to see those amazingly rendered borders afterall!) Add a pixel shader to it, magnify, or lens, up to you whichever works best.

    Now the magic

    By using sysinfo, you can get the height information, which you will then use to change the size of this magnifying layer, depending on whatever resolution the user is running in. You'll have to use some math to get the width correct, but I'm sure someone else will be able to help on that score.

    You may have to tweak the size of your magnifying lens somewhat, to get it working right, it may not be as straight forward as just giving it a height to use.

    What you'll end up with, is a playing area which is always as high as the users resolution, and if you did it right, two nice borders down either side, and a tiled background to fill in the extra space, which using this method, wouldn't be much wasted space really, unless they've got some weird super wide monitor or something.

    As for the 4:3 users. Well it all depends really how the magnifying layer behaves on those displays, so it may just be a case of putting things in groups and turning off the magnifying layer and turning on a regular window set size group, depending on whatever resolution they're running at. And I'm pretty sure that's entirely possible too.

    I dunno, tested it and it seemed to work ok to me. So give it a go, see how it works for you.