mekonbekon's Forum Posts

  • That's cool if they have posted something to quote, but what if they haven't commented in the thread?

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  • Apologies for resurrecting such a dusty old thread, but did anyone find a solution to this? I've tried using the underscore to replace space but with no luck.

  • ...and came up with this today <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://bats00.bitballoon.com

    Mouse to aim and shoot, cursor keys to move.

    Thanks to for the inspiration!

  • Yeah I had to do quite a bit of experimenting myself to work out the correct order and angles - try fiddling around with the two angles to see how it affects the limits of the torso position.

    As you suggest, you could also adjust the angle of the bullet at the point of creation based upon the mouse position - you're going to be pointing in approximately the right direction anyhow, so if you set the bullet's angle using a similar scheme to this to ensure it's range of angles was limited you could get pinpoint accuracy. If I get a chance tomorrow I'll see if I can knock something up, and add some comments to the original demo to explain the code.

    P.S. - I got a bit carried away with this demo and came up with this: http://bats00.bitballoon.com <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • ...which is the same as Magistross (beat me to it!)

  • Try (1-(time-transStartTime)/transDuration)*100

  • Would this work for you? I've split the arm into a separate sprite to the torso, which allows more accurate aiming - you can restrict the arm movement range to that of the torso if you want them to look fixed together.

    https://www.dropbox.com/s/c35i4hamv9xnz ... .capx?dl=0

  • Pica Congrats on deciding to make a game - you have a fun ride ahead of you, and C2 is a great tool to use for realising that goal.

    My recommendation for your first game would be to start small. Very small. Leaping into a full-blown platformer or RPG could well be a recipe for misery because at this stage there is so much you don't know and the learning curve is steep, which may put you off completing your project (that's not a personal criticism - I've been at this gig for many years now and there's still plenty for me to learn - I still bite off more than I can chew from time-to-time).

    It's better to familiarise yourself with the whole process of developing a game, from initial concept through to release, and repeat this over a number of small projects to fully grasp your capabilities and interests than to plough into an epic project that could take years to come to fruition.

    Worry less about the story/theme at this stage and focus more on finding some core mechanics that work well together and can be used to produce a variety of interesting interactions.

    Go through the example projects that come bundled with C2, reading the code and understanding how they operate. Play around with them, adjusting variables and adding in new objects and events to get a better idea of what can be achieved with that template. Most likely one of these will strike you as a suitable starting place for your own project. If you can't find anything that suits make a few prototypes/experiments to test out any concepts that you have. Try out your prototypes on friends and listen to their feedback.

    Read the manual, search the tutorials and forums to find answers to any problems that crop up; most of the issues you initially face will have been already been asked and answered on this site. This page by Kyatric, one of our benevolent moderators, is always a good place to start:

    Once you've found a core concept that you're happy with, set yourself strict limits on what you want to make - for example if you're making an action puzzle game restrict yourself to ten small levels, maybe even less. Write down a task list at the start and update this as you progress. Record how long it takes you to complete each task - this will give you a better idea how long it take you to complete the entire project, and helps you set achievable goals both on your first project and subsequent ones.

    Have a go at producing the art and audio yourself, it's good to familiarise for yourself with the tools and pipelines for developing the assets; try not to get too caught up with the visual presentation at the start of development - get the gameplay working nicely first and then let that guide the art style.

    Keep iterating and testing throughout the project, with friends and/or post what you have on the forum in the Works in Progress section; listen to the feedback even if it hurts - better to squash/change a bad idea sooner rather than later.

    Hope that's useful to you!

  • Hi Troy168,

    Are you testing a build with preloaded sounds? If so, I've reported this as a bug - it appears to be more common on iOS devices., but I've also had it occur on an older Android device.

  • Sure, here you go! The style is (ahem) charmingly simple

    Main splash:

    Story:

    Gameplay:

  • ,

    Whichever behaviour you're using, it'd be worth familiarising yourself with the 'clamp' expression - it's very useful for a bunch of situations in which you want to constrain a variable between a minimum and maximum value.

    It takes the form clamp(value, max, min). The handy thing is that the 'value' part can be a variable or expression itself. So in your case, for example you might have a 'speed' instance variable on Mario. You could then use the following code:

    On right arrow down: Set Mario.speed to clamp(self.speed+1,-10,10); Set Mario.X to self.X+self.speed

    On left arrow down: Set Mario.speed to clamp(self.speed-1,-10,10); Set Mario.X to self.X+self.speed

    This would increase or decrease Mario's speed by 1 each tick depending upon which direction key is held down and then move Mario in the given direction.

    Remember to reset the speed to 0 when no key is pressed, or divide the speed each tick after release to allow deceleration.

    Alternatively check out the 'max' and 'min' expressions in the manual - they can be used in a similar way to limit the range of a variable.

    You should also familiarise yourself with using dt time to ensure frame rate independent movement - there's a bunch of tutorials, forum posts and manual entries on how to use it - a quick search should point you in the right direction.

  • LaurenceBedford

    This is the basic idea:

    https://www.dropbox.com/s/2tmcnhi1mngfe ... .capx?dl=0

    The code I discussed above is in Event 2; the rest of the code is only there to get the cars moving.

    You can make the positioning more accurate by adding more trackSections in.

    Hope that helps! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Don't know how NG is exactly handling the games, but if it lets you upload an update to your game by the new end date that will be fine.

    Tom thanks for clarifying

  • I've already submitted my entry, but would like to make use of this extension to add a few tweaks; will I be able to resubmit without any hitches?

  • In fact the track section sprites don't need to be touching, as long as each spans the width of the track and they're deep enough to register a car passing at speed i.e. the car isn't moving further than the depth of the section in a single tick.