OlivierC's Forum Posts

  • RetroYak

    Hey, funny you commented today, I just updated the game with speak animation and basic inventory stuff (nothing to pick up yet, but all the functions are here and work).

    Since my project is 320*200 pixels and that it's rendered in low resolution, not upscaled, it's rather small, so I just set the cell size to 1. I would be bad idea for an HD game, but here it's fine. The reason your character waits is probably because you're working in higher resolution so the path is longer to generate.

    Cell border is 0, max speed is 100, acceleration is 600, deceleration 500, rotate speed 600.

    I have been having problems with pathfinding lately, sometimes the character will just stop, turn 360 degrees and start walking again. I don't know if it's something I did or if it's a bug in construct. I did not mess with the character movement in a long time, so I don't know what may have caused this

  • very cool; can be very useful if used with AJAX, to script cutscenes

  • This is a proof of concept I have been working on today, trying to convert an old thing I made in javascript.

    It just takes a list of 3d vertices and render them in 2d using sprites.

    Implementing a full game using this technique would be really hard and slow but it can be nice for a title screen. I' thinking of using it to make a starfield

    CAPX

    DEMO

    Controls:

    • Left button (hold): rotate object
    • Right button (hold): move on XY plane
    • mouse wheel: move on Z axis
    • double click: Morph to next object
    • middle click: reset position
  • Thank you. The FPS is set 12 frames per second, it's very low, but that's what I measured when I played the original monkey island. But I can easily modify it, just need to update a variable. Right now you can turn it on and off in the main menu options, but I might add several values (12/24/60).

    For pathfinding, I'm using construct's behavior, not much I can do about it. I tried something once where it would actually save the coordinates of the target position in variables (where the user actually cliched) and when the character reaches the end of the path (which could be a couple of pixels off), move the character to the actual target position, but I was getting a choppy effect, it did not look good.

    Right now it's a bit slow because I'm making new artworks, I'm upgrading the test scene with actual graphics of what the game should look like, so I have spent more time in maya and photoshop than construct.

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  • I guess a swf-Plugin would fix the main problems with cutscenes :)Kinda defies the purpose of using HTML5

  • Nothing, the plugin was made before there was an official one. Rexrainbow himself says in his thread that users should no longer use it

  • Done. Then you can display the result with an infographic made with construct ;)

  • checkout the litetween plugin, it's exactly what you're looki?g for : LiteTween

    Edit: littleStain beat me to it ;)

  • Sorry, I do not post in my own topic like I said because I did not make as much progress as I wanted to. But just to show you that the project is not dead already, here is a small update:

    http://soletme.free.fr/SCUMMClone/

    lots of work in the background, the event logic got revamped. Started working on objects and actions. For now, objects only means things you can you can interact with, not item you can pick up, it will come later. I made a simple scripting system so that each action can trigger a simple line of text or more advanced stuff. For a demo, try to do the action "look at" on the window of the main room. The character should walk to the window, say something, pause, turnaround and finish his sentence. This is all loaded from a text file and in the future it should be able to handle animations, character moving around, interacting with objects, passing object to each others... In fact, even something as simple as the player saying a line of text is also a whole scripted action sequence, but with only one event. This way, simple dialogs and more advanced action sequences are handled the same way.

    I also converted the doors to the same mechanic as the lucasart games. Now you have to click on the door "object" to change layout, not just walk over it.

    More to come soon.

  • Link to .capx file:

    CAPX

    Steps to reproduce:

    1. Create an event "is on platform", select "node-webkit", either associated with a condition "trigger once" or inside a trigger (start of layout or mouse click)

    2. add any action to event, like a browser alert.

    3. Run project in node-webkit mode, in preview mode or exported

    Observed result:

    Nothing happens, no matter which platform you're running on

    Expected result:

    The event should be triggered on node-webkit platform

    Browsers affected:

    Node-Webkit: yes

    Chrome: no

    Firefox: no

    Internet Explorer: no

    Operating system & service pack:

    Tested on windows 8.1 and windows vista

    Construct 2 version:

    tested on r155 and r152

    Edit: fixed broken link to capx

  • Hello, before I submit a bug report, I want to make sure it's not coming from my side.

    On my project, I want to go fullscreen only when in node-webkit, not in browser. Sure I can enable/disable the action when I export the project, but since there is a condition just for that, "is on platform", I figured I might just test in my "start layout" event if the platform matches (request fullscreen must be inside the "start layout" event in order to work if it's not triggered by a user input). This way I don't have to worry about it.

    Problem is, the condition is never true, even when it should, when it's actually running in node-webkit.

    I tried moving the condition in other places than start of layout and with other actions than fullscreen, never worked for me.

    Am I the only one? Has anyone actually tried to use it recently?

  • well this is true, you cannot create an object dynamically by passing a string variable, and I agree it's too bad.

    But in the end the solution you are offering is more or less hardcode too, it's a big SWITCH that handles each case (sprite 1, sprite 2, sprite 3 and so on). Yes you can now create new instance by just passing a string variable, as long as it's handled by your system. In order to introduce a new type of sprite, you still have to write the specific code for it, in two different places.

    So in the end, it's pretty much the same as writting a constructor function for each sprite type, where in one place you create the instance and set its properties. Then you just call the right function when needed.

    Instead, you added this asynchronous layer, which in my opinion is unecessary and only adds complexity.

  • I'm not sure I understand the necessity of this, since when you create a new instance of an object, it is automatically picked for the following actions within the same event. No need for a callback function to modify the new instance, it's available immediatly. Maybe I'm missing something, I'm a former software developper myself and I understand what a constructor is, but I don't see the point of making thing more complicated than they are when the point of construct is to make them simpler.

  • Like mindfaQ said, occulus and construt are not really compatible, but it's good news in general because it shows two promissing technologies for the futur joined together. I got to test the occulus on team fortress and hawken (you can find them on ebay, going around $400) and I must admit I was blown away, you actualy try to dodge bullets with your heads. I really hope it keeps spreading. And John Carmack leaving id software to go to occulus is definitely a good sign IMO :)

  • I got the steam version too, and I can't really complain. if you enable the beta mode in the software properties, it will auto update even with the beta realeases, not just the stable ones. So you don't have to worry about checking for updates. Oh and it works with steam offline mode, you don't need an internet connection, I just used Construct on my laptop while on the train today. And it also make it easy to install on different computers, as long as steam is installed too