Lou Bagel's Forum Posts

  • Did you read?

    https://www.scirra.com/manual/134/performance-tips

    https://www.scirra.com/blog/83/optimisa ... -your-time

    I have actually read those before but that isn't what I was referring to. I wasn't asking for performance tips and increase running speed and such.

    I was asking for tips with events and such. Such as "you could have done the same thing with less events" or "instead of using these features you could have used this one feature".

    TicTacToe is rather simple but there are still things to keep track of and check for: who's turn; who played where; which spot available to play; and check for all the victory conditions.

    Like I said, just did this for practice and I did become more familiar with some aspects of Contruct that I wasn't familiar with before. But maybe there are some aspects I am oblivious to.

    There are many ways to solve a problem—maybe it would have been more interesting to ask how others would approach creating TicTacToe.

  • For practice (swallowed pride and started simple...simplest) I made classic TicTacToe. No frills.

    I think the events are pretty efficient/minimal but would appreciate any tips on events or variables. I know this is simple but usually efficiency tips are exponentially helpful as things get more complicated.

    Capx:

    https://www.dropbox.com/s/vv6cdzqg44y41v2/TicTacToePractice.capx?dl=0

    Preview:

    http://www.loubagel.com/archives/052916/tictactoe/index.html

  • >

    >

    > Old post I know, but was searching for atan2 and found this. Thanks!

    >

    .... and also for the - now retired - Construct Classic. Bit of a pointless 8 year old thread bump, I'd say.

    Didn't realize it was on a Construct Classic forum—found directly from Google search.

    Is there a better way to get an angle from x y coordinates? Used sin & cos to store values in variables in previous functions.

    It helped me solve my problem and the search didn't turn up any other relevant results. If it can still help answer people's questions what does it matter how old it is?

  • Update: (06/19/16)

    Play here:

    http://www.loubagel.com/archives/zeldapractice/061916/index.html

    Updates:

    • Map size expanded
    • Oasis added. Must traverse the desert maze to get to it
    • 2nd Enemy Type added
    • Random drops by enemies
    • Coins added (dropped by enemies)
    • Shuriken vending machine (too lazy to make full shop)
    • A few other surprises, including...
    • Last but not Least: Easter Eggs. Literally, 3 eggs hidden in desert. AJAX/PHP/mySQL table added to track who finds them. If that doesn't mean anything to you then simply put, when you find an egg you will know how many other have found it ("You are the 1st person to find this egg") and be able to submit your name.

    Hope you enjoy and happy egg hunting! (feel free to comment and let me know if you find them or not!)

    (will post more images in new post)

    Original First Post:

    Today, for practice, I decided to recreate from scratch something similar to Legend of Zelda.

    Check it out here: (just one screen, will take 30 seconds. Keyboard required )

    http://www.loubagel.com/archives/zeldap ... index.html

    I probably worked on it somewhere from 7-9 hours. I thought I would be able to get a lot farther than this but I am still happy. The pixel art took up the majority of the time. I'm really new to art and pretty new to game development (haven't completed any games).

    I'm always appreciative of feedback (I know animations aren't great—was trying to move on for time reasons) but I'm more interested to hear if anyone wants to share how they compare time-wise. As in, how long do you expect it would take you to complete this?

    I feel pretty good about how much I completed in that time. As I said, I thought I would get much farther, but forgot how many animations required, the time redoing animations that look off, and troubleshooting event bugs. It's much easier though when you are copying a lot of features from a game you have played a lot!

    The main reason I shared though:

    Who doesn't love the Legend of Zelda?! Hope this will allow you to reminisce for a minute or two!

    Screenshots:

  • Yeah, atan will only give results over a range of angles (I forget, either just 0-90 or 0-180) which is kind of inconvenient if you want to measure an angle which is actually 270 degrees. Still, the C++ runtime library has a function called 'atan2' which works out the quadrants for you, which is what Construct uses. If you ever need atan2 for something else, I think angle(x, y, 0, 0) is equivalent to atan2(y, x). But the x,y and 0,0 might be the other way round. Can't remember.

    Other way around: angle(0, 0, x, y)

    Old post I know, but was searching for atan2 and found this. Thanks!

  • MinkDingus, thanks for the tip on the daily pixel art challenge. Been busy for a while but I started following them a couple days ago and just got done with one. Should help motivate me to practice as I never really know what to practice on. Also helps as its just for fun - no pressure to make it perfect for a game.

    EDIT: here's a better one I've done recently, Cheese Nightmare, for Pixel_Dailies challenge of #cheese

    (twitter handle LouBagelCombo5)

  • This is just some ridiculous nonsense I threw together quick to entertain myself while recovering from knee surgery on the couch. Uses tilt controls to move and tap to jump. See how many acorns you can get:

    http://loubagel.com/squirrelrun/index.html

    Play only if really bored

    Note: tilt controls aren't perfected—must hold in certain way. Landscape with bottom to the right. Screen facing between level and up (don't play while leaning back or laying down)

  • Meet Tom:

    Ah! Tom got bit!

    My first attempt today of making one of these guys into a zombie . . . even though wasn't making them for a zombie game

  • Have you started with this:

    https://www.scirra.com/tutorials/368/ho ... ipad-games

    Maybe these two can fill in the gaps: (found in a search - haven't used personally)

    https://www.scirra.com/tutorials/1047/u ... p-to-apple

    https://www.scirra.com/tutorials/907/de ... e-easy-way

    Then, if you are having issues post specific details that you are encountering and I'm sure someone will help.

  • That is great, love it

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  • How does the map work?

    Is it like a map between levels where you choose where to go/what level to play next?

    Or is it mirroring the platforming where, for example, at the Geofront you will be climbing/taking an elevator upwards?

  • I like the 16-bit look for the pixelated smaller sprite also but the bigger sprite has a good look too (kind of modern like a Gen IV Pokemon game). I would add that I think the bigger sprite's walk cycle looks better.

    I am completely new to game art as well and I just finished a month+ pixel-art-per-day challenge. I learned a lot but I can't say I'm quite there yet. All that said, there are a bunch of good tutorials online and I really got a lot out of this walk cycle animation tutorial. Check it out.

    http://manningkrull.com/pixel-art/walking.php

    Thank you for your comments. Which walk cycle(s) specifically do you think need improvement?

    That is actually the animation tutorial I found most useful as well. I just haven't spent enough time revising the sideways walk cycle and plan on it. I want to keep at 2 frames for now as am planning on having a lot of sprites for NPCs. Though maybe later I will make main character have more frames per animation. Like I mentioned in previous post I am happy with the walking down animation though - I modeled it after taking a look at Earthbound for SNES sprites.

    Do you have a link for the pixel art challenge or is that something you did on your own? I have a lot to learn still. I am happy with these sprites at the moment but am struggling with making their environment (indoor/office floor tiles, desks, chairs, computers, coffee machines, copy machines, etc.)

  • I like the first one. Also, I really like the other characters in the same style

    Thanks!

    Honestly, any type of compliments are motivating at this point. Just a few months ago I was creating things like this: (literally, from 1/26/16)

    Just wanted to share that in case anyone else reads this that likes art but doesn't think they are good at it - just keep learning and practicing. I don't think I'm awesome or anything but I went from loathing the art I made to being happy with it in a fairly short time. You can do it!

  • Any girl NPC's? It would make it more realistic if there were.

    Yes, see above

  • Hello everyone.

    First I want to thank you for this wonderful dialog system.

    Just a quick question: I wonder how to display only particular discussion or dialog.

    Let say I have sprite.. and on collision with this sprite I want to display discussion id=1

    And then I have different sprite, so on collision with that sprite I want to display discussion id=2 etc..

    Please give me advice how can I do this?

    I usually would give them an instance variable then use the instance variable in the path. As per the discussion above I might change the system to using attributes/IDs instead of different tags but here is an example:

    XML.StringValue("/content/"&Interactables.class&"/"&Interactables.name&"/message/text()")

    So in this example Interactables is family (if you can't use family just make one object with different instances) an the class is either set to NPC or Sign, but works the same way, and the name is whatever name I give it. So my xml would be:

    -content

    --npc

    ---tom

    ----message Hello!

    But planning on eliminating the tom tag and giving the npc tag an id of tom.

    Magistross, I was going to ask if you can give an example of when you have used a for each xml node? I can't think how to implement it in any of my current situations.