Mikal's Forum Posts

  • 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.)

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

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  • 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]
  • > 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:

  • Great! That seemed to work. Thanks for the help. I'll post a separate thread on the experimental result.

  • justifun

    Just converted in lightspeed ... means 80 times restart C3.. clear cache, rename zip file to .c3addon ... errors somewhere and restart again ... + 3 beers ..

    A Nightmare to converting something for C3.

    So try this if it's same as the original ;

    http://gigatron3k.free.fr/html5/C3/FX/atreshold.c3addon

    Regards

    ...

    Gigatron

    Any general tips / guidance on converting over effects? What do you typically have to change in the *.fx file (I'm looking at the effect SDK and comparing some *.fx before and after, but would be interested if you have general tips. I agree with your comments on the other files, right now they are a bit of a pain to deal with.

    I'm trying to convert over NormalMapExtended

  • You need to specify an output path also.

    I am specifying an output dir (the command line is wrapping above in the code window.)

    Here's another example with a shortened commandline:

    D:\Projects\NormalExtended>C2C3AddonConverter.exe -effect .\OutlineC2 .\Out

    C2C3AddonConverter 1.0.0.13

    Processing: OutlineC2

    Exception: Object reference not set to an instance of an object.