MultipleChoice's Forum Posts

  • MOVEMENT & CONTROLS

    Intentionally the movement model should be rather similar to "prince of Persia" or "Flashback" than "Mario" or others (in need of faster, more direct controls to avoid quick enemies and bullets). My model ended up far more flexible then those - in those games you had far more sacrifice of movement freedom to achieve seamless animation-transfers. Surely it causes some delay of movement, but once you move, the controls are direct (in the way needed in the levels). Altogether only turning around and stopping is causing some delays of movement, or running against the wall.

    So far I saw people manage to play the game til the end in an afternoon. They had to get used to it, but then it worked out well.

    Still the controls should be as smooth, as possible and the controlling object can be tweaked obviously according to the Construct 2 platform behavior.

    Any idea, how to improve the jumping or movement behavior without changing the whole concept will be heard.

    Thanks in advance!

  • Thanks guys!

    The race against the clock is a great idea, and I had it too . You have to play longer than the first jump though..

    I also thought of implementing an arcade mode (besides story mode), where you have to do exactly just what you described including a high score feature. That was actually the original idea of this game, but I added some story to it. Now there are different tasks you need to do - even racing the clock.

    alvarop: Any idea, where it's worth to be presented? Some indie platforms I guess.. do you have any in mind?

  • It would be nice with C2 to at least be able to disable the 1px gap when using point sampling.

    Yes, very much so, since when you make a pixel-game, you have the problem of your tiles being 32x32 in size, but your sprites don't fit in, since you have to use 30x30 because of the loss.

    Or they do fit in, but that far from being optimal for sprite-sheets.

    In any case, I solved the issue by cropping of a looooooot of files. Would have been nice to know that in advance

  • Hi there!

    As a designer, my original intention was to write a simple game concept for a friend, that he can use to train his skills and learn the adaptation on to different platforms. The game should be controllable, playable and the storyline understandable without any further explanation or reading. A simple to program, easy to learn and use jump and run game combined with adventure-like puzzles, a story line and a unique atmosphere offering a desktop-game-quality experience in your browser, potentially also on smartphones/tablets.

    The games I had in mind were Prince of Persia, Flashback, Another world. The retro graphics are saving a lot of size and handling of images, there is little movement, just few (or no enemies in my case) but a continuous game-play development until the end... obviously in a somewhat unique combination.

    Well, as it happens, my developer friend gave up after a short while. Since I have done most of the conception and all basic graphics and animations, I ended up desperately looking for someone to finish his part. A friend of mine recommended Construct 2 last Christmas. About a year later, impressed by the quick progress with Construct 2 (of the game as well as of my construct-2-skills) I kept on finishing the game to the full extent of my vision, even adding my own music.

    This is the first Chapter with 12 levels, so already a game for itself, but if its worth it, to be continued... in my mind it's all done, and I basically have the engine for the future quests in this game, so it could follow way quicker, if I decide to continue.

    Enjoy testing and give me some feedback here or at https://www.facebook.com/exitthegame

    If you like the game, and you can support me in Construct 2, you are very welcome to do so. Just write me here or to info@exitthegame.eu

    _______________________________________

    EXIT - the game

    http://www.exitthegame.eu

    (Best to use chrome for playing.)

    If you have trouble with the controls, please try the reworked control model below and write me, if you get along better with that version. Thanks!

    _______________________________________

    !!! PLEASE TEST THIS ASWELL !!!

    Movement reworked

    http://www.exitthegame.eu/movement/

    (For testing MOVEMENT in LEVEL 2 ONLY!)

    If you encounter any performance or loading problems, simply press F5 in your browser.

    PLEASE NOTE: There is definitely going to be an improved control & movement of the player in order to achieve more fluidity to the game thanks to your feedback. This can be done by adjusting the platform-behavior settings and tweaking some control-triggers or adding new possibilities of movement, like climbing up (edges). Brought up issues and fixes:

    - Head-bumping minimized

    Since you can not jump as high, as before. Besides jump strength also gravity is lower, to make jumps "slower" thus giving the player more chance to react while jumping.

    - Higher Deceleration for a more direct feeling in air and when stopping

    The player acts less "slippery" and also while jumping you can choose your landing position more exact

    - Turning while running occurs now also at lower running speeds

    It should be easier to trigger now. You still have to be quick for the reason described below to trigger that, still it is manageable by changing from the left arrow to the right just quickly.

    Concerning the Turning: I don't have a better solution for triggering "RunTurn", since you can only do this, while running in a direction giving feedback, that you actually want to run the other way now (by pressing the other direction). If you release, you want to stop immediately, if you don't want to turn. So if I add a delay, to wait for you, if you want to turn, meaning you tap the other direction with a delay, would mean, your player has to go on running while you are not pressing anything.

    I think, it works alright by a quick change from one arrow key to the other. Just a quick left, then right. I can reproduce this endlessly, without having the feeling or focus on pressing both arrows at the same time. What do you think?

    _______________________________________

    Enjoy & Thanks in advance!

  • I understand, it is just strange, I never saw anything of that mentioned in all those documentations relating (optimal) sprite sizes (and I have read far more, than just those links mentioned above). I understood everywhere it would be best to use power-of-two-sized images. Now I have to resize a lot

    Thanks for your feedback guys!

  • I understand, it is just strange, I never saw anything of that mentioned in all those documentations relating (optimal) sprite sizes. I understood everywhere it would be best to use power-of-two-sized images. Now I have to resize a lot

    Thanks for your feedback guys!

  • Hi I am not sure, where this post belongs...

    I have read everything about this Topic (https://www.scirra.com/blog/87/under-th ... onstruct-2 and https://www.scirra.com/blog/66/image-co ... onstruct-2), yet there is something unexplained to me.

    Why is it, that I have Sprites like 32x32 or 64x64, but construct 2 does not glue them together like that, rather adding 1 px extra around the picture, causing the sprite beeing to big for 2n. Only, if I have Sprites like 30x30 or 62x62 it puts spritesheets toghether in the intended size. (See attachment.)

    So basicly, construct seems to add a "bleed" of 1 px around the sprites. Why is that? Or how to deal with it properly, since my sprites ARE optimized.

    Is this a bug? Or do I misunderstand something?

  • Like this...

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  • Hi, as far as I know, you can't.

    You can only do Whatever=1 or Whatever =5 > trigger once, which only triggers the intended way, if whatever is not 1 or 5, but won't trigger again, if whatever is changed from 1 to 5 or 5 to 1. To do that, you can define a function, and simply call that. then you will have the right triggers and the event-code just once. If that is, what you want to achieve

  • Hi,

    I read everything about this Topic (https://www.scirra.com/blog/87/under-th ... onstruct-2 and https://www.scirra.com/blog/66/image-co ... onstruct-2), yet there is something unexplained to me.

    Why is it, that I have Sprites like 32x32 or 64x64, but construct 2 does not glue them together like that, rather adding 1 px extra around the picture, causing the sprite beeing to big for 2n. Only, if I have Sprites like 30x30 or 62x62 it puts spritesheets toghether in the intended size.

    So basicly, construct seems to add a "bleed" of 1 px around the sprites. Why is that? Or how to deal with it properly, since my sprites ARE optimized.

    Is this a bug? Or do I misunderstand something?

    Thanks for any hint in advance!

  • It would be something, like a face-generator: after putting together the pieces the face should be just one object (no separate animations needed), to keep my object count low.

    It is be possible to code an image generator e.g. with the canvas-plug in to combine/bake together more layers or objects by inserting them to the canvas and saving the canvas (layer) to an image file. Also it must be possible to read that back and use it as a sprite. That would be one very uncomfortable solution for this problem, but that's about what I need. Just as instant as possible and without saving/opening files and so on.

  • Hi, a bit more advanced problem for you guys

    Is there any way to combine two sprite-images to one and save/spawn that as a replacement?

    (Similarly to the great "canvas"-plug-in "paste object to canvas", but the canvas should be (or turn to) a sprite here.)

    The idea is to save object-count by destroying pinned objects after combining them with the parent object (to one sprite, instead of two).

    That could be really useful for all of us, I guess...

    Any ideas?

  • That's a very useful thread it seems first, since I also thought, it obviously could save cpu.

    But...

    ... I did a stress-test with both solutions, as follows:

    (Galaxy SIII - dead same conditions, besides described below)

    Test A

    • 8 Spawning points (for Heroes)
    • each spawning Heroes every 2s (8 at once)
    • each of them with their own path finding detection at "created" (no map regenerating/registering new obstacles/costs, only FindPath command, rotate object on)
    • going to the same goal

    Test B

    • 1 Spawning point (for one hero at once)
    • Spawning point finds path on start and saves it in an array to share with spawned heroes (exactly as in zatyka's capx)
    • Spawning point spawning 1 Hero at a time, every 0.5s
    • Hero has bullet-behavior and follows path (exactly as in zatyka's capx)

    A vs. B

    Sum of Heroes on Map / FPS (average)

    A: 0/21; 25/20; 50/18; 100/15; 150/14; 200/12; 250/11; 300/10; 350/9; 400/8; 500/7; 600/6;

    B: 0/21; 25/18; 50/16; 100/14; 150/12; 200/10; 250/9; 300/7; 350/6; 400/6; 500/6; 600/5;

    I also have to note, I tested it first in my desktop browser - same tendency, though it spreads way more, so "A" has a bigger advantage

    A: dropping below 60 fps only above 500 heroes on map and 56 fps when 850

    B: dropping already after 250 heroes on map below 60 fps and 56 fps when 425

    Since "move along path" does also rotate/turn my heroes smoothly around corners - whereas bullet-behavior does not (it is possible of course, but why bother, it surely won't make it faster) - I am not sure it makes any sense to substitute the path-finding-behavior.

    Feel free to correct me, if I'm wrong, since I am really keen to find a faster solution than path-finding (especially on mobiles).

    This thread is a bit older, maybe path-finding got better meanwhile? Or bullet-behavior worse

    Any explanation? For me it does not really make sense, since the path objects have to move and rotate too in addition to generating the path.. how can that be faster, right? But the numbers

  • monitz87: I'm happy with Construct 2 completely, getting along awesome, though i NEVER wrote any code before... Also I am faster than most of my programming friends, so construct already saves you massive time, I get that.

    So no complains at all, at the end of the day, I just thought, let's ask people with more experience. And it was worth it, since I learned something new

    Thanks again!

  • The problem is, I need to be able to calculate like if sign(x) = sign(y) then A else B. And I like to be effektive, so trying to keep things short

    After Posting, I exactly figured the workaround of Zhon, that works well of course, since I only need the function for just one value.

    If I needed the function often in the script, I might use monitz87`s solution, though I am not sure how to do that in an effective way. I think that could become a bit complex, which makes it only worth to implement, if you need it all the time for a lot of different variables. Still a great solution, also I did not know at all, you could do that. So this Answer was very, very useful

    Thanks for the quick and helpful replies!