mudmask's Forum Posts

  • 7Soul I've been really pumped on this project for a while now. Keep it up! Are you using the webGL effect for color replacing? I wish there was a better, more universal solution than that..

  • Hey Pode - it looks like you put a lot of work into making an awesome behavior! is this one no longer in development? It looks like there was (in my opinion) a fairly over-whelming amount of bugs and requests on this thread... haha

    if you're still at it, I have a couple of questions. but otherwise, no worries man.

  • TELLES0808 - hey, did you find a solution or a plugin for this?

  • Looks like a neat demo! So if I understand you correctly, you're trying to load sprites for only the current screen that you're on to cut down on cpu usage?

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  • ramones great example!

  • this seems like the best route - at least as a starting point, for anyone interested:

  • sgn15 unfortunately I don't, there may be a plugin that someone put together with that sort of functionality. I wish there was something like that I could implement in way that wasn't 'optional' too. but hey - that's how it goes.

  • mudmask No problem. I guess it'll only work on a platform that supports webgl

    Ah, yeah that's what I gathered. Is there a way to force it on different devices? I'd love to incorporate this in a way that's a little less optional (similar to your mega man example). I got it working on some browsers, but not my phone or tablet.

    sgn15 - I would assume it's because you have some variations in the color of your sprites, but cranking the tolerance up should help (at least from a Photoshop perspective). You might have to take note of what pixels aren't changing, go through your sprites and make sure they're all the exact same RGB value.

  • Hello!

    I've been working on a Metroid-inspired project (seen here ), and I have quite a bit of fine tuning and gameplay worked out at this point. I'm starting to shift focus to other aspects of the game, and right now I'm trying to figure out the best way to implement level selection. I've read up on many different ways to go about level selection - everything from just having a global value for the furthest level (in order) that the player has reached, to some more complex ways of working things. I'd really like to give my players the ability at some point to not go in order, though. Or at least, that's what I've been bouncing around in my head.

    Anyways, how I imagined it working was that I would use some kind of external file with some static data and some rewriteble data, like...

    planet1totalmissions: 20 (number of missions to display on a level select screen in some kind of loop, for example)

    planet1mission1briefing:"Retrieve important information from derelict space freighter"

    planet1mission1cleared:true

    planet1mission1lock:false

    planet1mission1cleartime:x

    planet1mission1kills:x

    planet1mission1stars:3

    planet1mission2briefing:"..."

    planet1mission2cleared:false

    planet1mission2lock:false

    etc

    web storage seems to be the way to do this kind of thing, but I would like to be able to modify all of this stuff outside of construct using some kind of text editor, maybe notepad++. What's the best way to implement something like this? I'm assuming a json file would be the best? in conjunction with global values and an array? In my old school way of thinking, I was originally planning on something like an .INI file, but I guess that's considerably deprecated at this point.

    Hey thanks for all the help, everyone. It's been fun to see this project get to where it's at, and I really want to turn the corner from an 'engine' to an actual game.

  • 7Soul - I hate to bring back an old thread like this, but from what I understand, replace color has limited support in terms of browsers and mobile devices. Is that correct?

  • ryanrybot - noted! That's some great input man. I'm using the pin behavior for the grabbing guys, but maybe that's not the best behavior when interacting with obstacles. It could be something as simple as setting a flag and then setting a IID of the grabber that has you. I know IIDs change, but I think that's fine.

    When I finished the floating snakes, I was pretty pumped - and then I realized that they were pretty easy to kill! But they look sweet. Having them pursue when attacked is a good idea. I think I'll flag it when a player projectile is within a few pixels of the head.

    Gravity behavior on bombs is a great idea too. I actually had that in mind at some point. I'm thinking of some different bomb types - like sticky bombs, remote bombs (bomber man style).

    This is good stuff. You're getting some kind of special commendation somewhere at some point.

  • ryanrybot - thanks for giving it a thorough playthrough! Did the snake enemies work ok on that last level?

    I'll play around with both of those aspects. I don't think crouching would be too hard to implement, I'm pretty sure I would just have to check for running in addition to standing still. Any values you would recommend for jumping?

    At this point I've built a pretty versatile engine - I can implement new enemies within the range of enemy types super easily, generally with little to no new events added, just by adding them to a couple of families. A few things that need to happen from here are other aspects like actual level selection, in-game shops, power ups. I'm also working on implementing some new suits and ships. For example, right now the map has some built in radar. I'm playing around with the idea of making radar something that you would have to purchase (with ingame money), or having a ship that can restore health a couple of times if you return to it, stuff like that. But everything, like I mentioned, is really modular at this point and can be very easily modified. At some point I might need some additional graphic design muscle, though..

    I'm also playing around with the idea of sequence breaking, in relation to level progression. What would that look like? I'm not totally sure but I have some ideas at this point.

    Thanks again man. Looking forward to any other feedback.

  • Loving the new enemy behaviours! The game is really coming together well. Can't wait until the next build. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    It's been a while, but here's a brand new build:

    http://threesevenhosting.com/builds/12-15-2014/

    It has a lot of new things kind of under the hood, but I also spent some time refining and creating some more complex enemy behaviors and mission objectives. There's a few new area tilesets, as well as a new objective.

    Let me know what you guys think or if you run into any bugs. Thanks for all the encouraging feedback!

  • Yes it's possible. First off just design your pages in the layout editor. With a window size of 640x480 and ten pages you'll want your layout size to be 640*10x480 or 6400x480 and just position all your text and whatnot on the layout keeping in mind that every 640 pixels is a new page. Next here is a way to setup your events to scroll around using a click drag.

    global variable oldx = 0
    
    On left mouse clicked
    ---> set oldx to Mouse.AbsoluteX
    
    left mouse button is down
    ---> Set scroll X to scrollx+oldx-Mouse.AbsoluteX
    ---> set oldx to Mouse.AbsoluteX
    [/code:2tnqe5et]
    All that's left is to move to the closest screen when not dragging.  This can be done with one more event like this:
    [code:2tnqe5et]else
    ---> Set scroll X to lerp(scrollx, round((scrollx-320)/640)*640+320, 10*dt)[/code:2tnqe5et]
    Where:
    640 is the window width
    320 is half the window width
    10 is basically a speed
    

    Awesome example of how to accomplish this with minimal events, and really easy to build off of or to modify using touch expressions.

  • imVergil awesome man! It looks like you're having some success with that! I had something similar working with sprites, for another project, and I remember being concerned that it would be too much to process on certain devices, so I'm playing around with TMX files for the time being. Hey good luck - looks good!