moxBorealis's Forum Posts

  • An idea fell from Classic games case study forum thread.

    We could try to make a sandbox survival type game in C2 (excellent Don't Starve prototype for example)? We could keep it simple for starters but nevertheless the project would be bigger and hungrier for music and art assets.

    Are you interested to try? We would need an artist or 2 or 3 ... or someone with blues skills :) and game hobbyists in general. People welcome to share your opinion!

    bye bye

    moxBorealis

  • talking about space travel and sci-fi...

    What do you think of FTL: Faster Than Light - interesting and refreshing indie game- A must for all Star Trek fans. Or is that RedShirt? :)

    byebye

  • :)

    we have the luxury of living the future now. Think of your ultimate cutting edge technology ....aaaand....       implement it in your C2 project ;)

    byebye

    moxBorealis

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  • yes, remember little "Tamagochi" toys. So actually you are developing a sandbox/survival type game. Keeping up with trends I see.

    What do you guys (or girls !!!) think of sandbox/survival games. Playing DAYZ anyone :) ? Did any of you try to design such game in C2?

    byebye

    moxBorealis

  • ok people.

    By bugtracking and selectively disabling sections of code found the problem. At start of layout I randomly created lots of objects (instances) , some with further pathfinding logic... When layout restarts I assumed layout code simply restarted ("with cleanup") but that doesnt seem to be the case. I added at the end of event sheet: destroy all objects and voila: FPS nicely at 55 to 60 on every restart (actually I use go to layout).

    Thx people!

    btw: what is the difference between: layout1: go to layout 1 or layout1: restart layout. ?

  • I have a small problem.

    Where can I put the 1st object instance so it doesnt interfere with game layout. If I put it outside game window it still can be noticed (for example my object explodes after a timer so you can hear the first explosion without player interaction).

    Do you use a new separate layout only for objects storage?

    byebye

    moxBorealis

  • game gear - yea - veery rare :) But one of my friends had one and she had some fun moments with it ;)

    Pancholo: what do you mean? Developing a sandbox style 2d game or what? Stuck on story, game mechanic ... From your description you got a lot going on in there :) and the latest fashion/technology are sandbox style games so I assume .... :)

  • Yes, completely agree.

    Im mad about themed approach - this concept is also quite close to

    human psychology� Imagine (for example) you are going to the silver-pass ring on a concert and there is also a golden ring nearby. When you get to that, you discover there is another "purple" super close almost under the stage space � When you played the golden rare in MtG (past tense intentional) or when you progress through yellow, green, blue and you work your ass of to get to red level. When you beat that there is the final orange theme�. :) funny but we like to assign simple descriptors to differnet states (that can be or are not similar�).

    ok enough philosophy :)

    "the Marios" and similar classic platformers possess "simplistic complexity" - difficult to describe. And that characteristic in game design is the most difficult to achieve (great job Markus Persson! :) ).

    Wrangler: you have one classic on the list that I would say goes on the limit of more involved platformers - Castlevania - with RPG or even adventure approaches. Castlevania series (ok not all of them) is definitely a masterpiece where core mechanics is made fun. (Symphony of the Night). Who doesnt like to destroy candles :)))

    Yes some more involved

    adventure or even RPG-platformers can be one of the most fun games of all time. OK this moment Flashback bumped in my head.

    byebye

    moxBorealis

    p.s. I know why Flashback. Because I read about its remake recently � what did they do??? noooooo�.. :)

  • Thx people! I know this was a broad question and cannot be commented further upon without code. I was just wondering if it is the correct approach. Thx and will try to find my runaway code :)

    byebye

  • Hello. I need guidance :)

    Here is the problem. Whenever I use System-go to layout or System-restart layout my experiment gets terribly slow and instantly unusable.

    Gaming - experiment - If actor dies and I just want to restart scene I use system restart layout. Is this the right approach because in my case I cannot use it. If I go from game scene to main menu it is soo slow as if 2 instances were running in the background (for example). God forbid if I return from main menu to game scene...

    Its a rookie one:)

    byebye

    mox

    p.s. another example: if I start game scene from C2 it works beautifully, but from main menu - on sprite click go to layout it is terribly laggy and some more intensive AI functions do not even execute ...

  • wrangler: what kind of game are you working on? Classic platformer inspired? What do you think are the key classic platformer game design decisions? Which games from the top of the head

    would you put on platformer archetype list?

    beaverlicious: Completely agree :) Im still learning C2 and doing some classic recreations and experiments. C2 is beautifully fast and you can focus on gaming ideas quickly and prototype them almost instantly. So far I love C2, if only performance was a bit better. It gets problematic quickly...

  • GREAT. SNES people! Where I come from, consoles were but a dream :). We were "stuck" on C64/speccy kombo going on PC that was the golden standard. OK,

    you could see an occasional Amiga but that is another story in itself (Amiga was hardware from the future from my standpoint and the whole computer history would be different

    if Amiga people played their cards right...)

    I later revisited consoles and "the Mario" of course is archetype of platformers. Nowadays these legendary systems can be revisited on many quality emulators:

    NES - Nestopia, FCEUX

    SNES - ZSNES

    NINTENDO 64 - project 64

    GameBoy - gameboid, VisualBoy Advanced

    Playstation - ePSXe

    Plazstation2 - PCSX2

    Dreamcast - any good recommendations?

    If you have any good emulator recommendations please post.

    byebye

    moxBorealis

  • ok immediately after posting, solved a problem. Had 8 direction movement behaviour attached to my X object besides pathfinding !"&%"$#%/"$

    :) thx

    byebye

  • Hello. I need help with pathfinding and custom obstacles. When I set custom obstacles for X my X still stops at all solid objects. Am I missing a setting maybe? I also found that disabling diagonals does not work in my case. I will look further into it...

    byebye

    moxBorealis

  • O yes. Missile Command from the great golden age of gaming 80s. Published by Atari in 1980 and licenced to Sega.

    Game design of MC ultimately forces player to make "advanced" decisions. It is believed nowadays (especially in the retro-gaming community) that modern titles lead player by the hand too much. I do not necessary share this opinion, but nevertheless it is an art in itself constructing the right difficulty curve. Sometimes frustration and enjoyment are on a sharp edge :).

    Old but check it out:

    youtube.com/watch

    :)