Mikal's Forum Posts

  • Mikal

    I believe I caught this late. Was updated in 1.0.0.13.

    Thanks for the reply. I just downloaded the latest again (1.0.0.13) and tried again, same results, there are still non-alpha characters in the c2id, which need to be removed.

    Snip from addon.json (see '(' and ')' still included in some of the c2id.

                   {
                            "id": "light-zposition",
                            "c2id": "light-zposition",
                            "type": "float",
                            "initial-value": 0.02,
                            "uniform": "posZ"
                    },
                    {
                            "id": "color-(red)",
                            "c2id": "color-(red)",
                            "type": "float",
                            "initial-value": 1,
                            "uniform": "colorR"
                    },
    [/code:d6ukyrcw]
  • Working on the dialogue flow since there's a lot of crap to link together.

    If certain quest have been finished the NPCs react differently.

    Mikal i love the flaming bunny can his fur get scorched too?

    Yah! I'm with you, I am working on a simple scorched fur animation overlay which I can change the opacity of over time/burning.

    What are you using for the Dialogue flow, I'm looking for something like that, looks very cool.

  • Got some feedback from Ashley on an issue with c2ids and transferring over a C2 *.capx with a new effect (though maybe this applies to other plugins. This at least applies to parameters in effects files (I found the issue when porting over Extended Normal Map.)

    blackhornet, it would be great if you could update the converter with the below in mind:

    Ashley:

    [quote:u9zfv2db]Well, it turns out it's actually C2 itself that strips non-alphanumeric characters when saving to the project, so the C2 XML file ends up with an ID like "ambient-green". C3 will import based on this ID. It's easy to fix, because it tells you the ID it's looking for ("ambient-green") so all you need to do is change the "c2id" to "ambient-green" and it will look up correctly.

    We can't fix how C2 saves projects at this point, so closing as won't fix - just filter those characters out from your c2ids as well.

    My original comment on this:

    [quote:u9zfv2db]When I copied over the original example *.capx, C3 'compat' complained in the Chrome console that certain parameters could not be set. Interestingly enough (and this is probably a clue Ashley , the parameters that were not set contained non-alpha characters in their IDs, for example: "Light2 Ambient (Green)". After I corrected the parameters that were not copied and ran C2 and C3 side by side, the effect looks the same in each. Obviously experimental, but feel free to try it.

  • Very nice, I like the rabbit and the art style, very chill. The sounds are cool too, well done in just a day!

    I used particles in another demo to create a falling cherry blossom effect. Press 'S' to skip ahead levels to see the branches become bare and the blossoms become less.

  • Very fun, I so wish it could be two player, because it reminds me of my arcade days with SmashTV. Perhaps with gamepads that would work? Actually dual stick gamepad would be an ideal controller for this type of game (e.g. Robotron style.)

    Check out

    Subscribe to Construct videos now

    for some other fun ideas that you can put your unique twist on (whirling blades of death shield, etc.)

  • Cool stuff, I like the stealth mechanic, yah graphics could use a bit of help, I saw someone earlier in the general thread asking if they could help with art, you might ping them. Also would like to see at least some presentation of the shot from guard. Do the walls also block the sound, or it just radius based?

  • I just used blackhornet's converter on the c2 plugin and it seems to work now in c3. I don't want to host the converted files, because I can't help debug problems and have not tested more than just a few functions like authentication, responses, messages and a custom logevent, but it worked with my gamesparks preview account and my custom event.

    DeusEx :

    Pointers to files:

    C2 SDK for Gamesparks (get the plugin dir)

    Converter thread with tool link and instructions

    I found it very useful to debug gamesparks requests using the chrome console, so you can see all the requests go across between chrome and gamesparks server. (Ctrl-Shift-J for Chrome when game is running in Chrome.)

    blackhornet, thanks again for the nice tool, I guess it's feeling a little dangerous (at least just for me) to convert others addons and host them, since they are not 'official' conversions, but I have no problem showing how folks can do it on their own, if the 'official' owners have not converted yet.

    As an aside with the gamesparks *.capx demo, I found that the request/responses were causing the game to stutter, which was interesting, something to watch for in the future.

  • Time for game state idea, just capturing a few:

    Game state logic ideas

    • Dialogue has game state and can set variables
    • Per hotspot could have state logic
    • Per level could have state logic

    Could have 1 level per major level game state

    • Pre Fire Home Burrow Level (initial hotspots and actions)
    • Post Fire Home Burrow Level (new hotspots and actions and level art)

    Game / Level state set up what hotspots are available, what actions are available on each hotspot

    • Need to change:
    • What hotspots are active and where
    • What actions are available on hotspots
    • What Dialogues (talk, info, fight, get, take, eat, etc.)
    • What ‘exits’
    • What interactions, different trigger than dialogue (perhaps none?)

    After each interaction run next state machine and update: new hotspots, hotspot actions, destroy hotspot if no more actions, update GameVariables (will also be done in Dialogue System). Trigger non dialogue scenes if needed.

    State machine with all inputs / outputs / states / state transitions can be defined in dictionary. Which gets loaded with each level.

  • Thanks , I appreciate the feedback, it's buried at the top of the thread, but yes I mentioned that Watership Down is also an inspiration (book, movie, etc.) along with other books (Fifteen Rabbits, the warren) and even the old Peter Rabbit books. I'm glad you can see that in the early work.

    I'm going to go searching for Below the Root, thanks for pointing that out one out.

    Good luck on your project, looking forward to seeing it / reading about it in these forums.

  • Nice, cool art and effects igalencar .

    With all your cool energy effects, you might want to check out dynamic lighting, perhaps just for your ship? Or are you already doing this?

    I just ported over an effect that might be interesting for you (by porting, I mean I ran blackhornet's conveter and zipped it up ).

  • I've been seeing the same thing, but don't yet have a small *.c3p that I want to upload to reproduce it. I usually fix it by hitting F5 (refresh) and it works. Here's the console output in case it gives an obvious hint:

    [SW-Preview] Up to date
    bootPreview.js:13 Registered service worker on https://preview.construct.net/local/
    runtime.js Failed to load resource: net::ERR_CONNECTION_RESET
    index.html:1 Uncaught (in promise) Event
    Promise rejected (async)
    InitC2 @ previewWindow.js:293
    InitScriptData @ previewWindow.js:228
    OnMessage @ previewWindow.js:31
    OnMessageFromPort @ bootPreview.js:26
    [/code:3brntz59]
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  • > Thanks locohost and ASHLEY. I'll wait for r70.

    >

    Sorry I wasn't more helpful <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    No worries locohost , it ended up being the bug Ashley mentioned (the same setup worked with the newer r70.2). Your pointer to node.js, and your server.js were very helpful to get everything up and running. What plugins are you working on?

    As an aside, in my experimenting, I also got this working using node.js

    (install via npm install http-server)

    In dev plugin dir run:

    http-server -S --cors="Access-Control-Allow-Origin: *"[/code:3s0we5bd]
    
    However, it's not as good as your setup, I think it only handles static files, so you need to restart it after you change the addon source files, while you setup handles it dynamically, so I'm going to stick with your setup.
    
    Also an easy source for self-signed certs is: [url=http://www.selfsignedcertificate.com/]http://www.selfsignedcertificate.com/[/url] I would not trust this for other uses, but I'm ok with it on my local PC.
  • Thanks locohost and ASHLEY. I'll wait for r70.

  • Ported over another one of my own C2 examples with working rotating normal maps. Looks pretty good. Glad to have to this available for my new project.

  • Converted normal-map-extended (original forum thread) from matriax to c3.

    So far, seems to work.

    When I copied over the original example *.capx, C3 'compat' complained in the Chrome console that certain parameters could not be set. Interestingly enough (and this is probably a clue Ashley , the parameters that were not set contained non-alpha characters in their IDs, for example: "Light2 Ambient (Green)". After I corrected the parameters that were not copied and ran C2 and C3 side by side, the effect looks the same in each. Obviously experimental, but feel free to try it.

    Thanks to blackhornet for the converter and matriax for the original C2 effect.

    [edit]

    Updated for C2, C3 runtimes and added to addon repo, also now with spotlight effect (see later in the thread.)

    construct.net/en/make-games/addons/194/normalmapextended

    See original thread above for discussion. Also here's a great Construct tutorial on dynamic lighting and normal maps.

    Running in C3: