partymetroid's Forum Posts

  • Wwooooooooooooooooo!!!

    Spectacular!

    [edit] In regards to the debug demo, I was already considering changing the display size on a per-level basis.

  • The engine is ready for you to start that amazing mirrored movement game. I expect no less than a screenshot as soon as it is worth taking one

    I extended it a lot. Auto Zoom Engine should be flexible enough to go with the design ideas of you and your friend. Ever thought about a level, where not only one sprite mirrors the movement of the other, but one sprite only mirroring horizontal and one sprite only vertical movement of a third sprite? Well, if so, AZE will be with you

    Try the demo and start doing your own cameras. Good luck and much fun

    Just follow this link for downloading

    mazing... simply astonishing. I sincerely GREATLY appreciate this! My friend is going to be ecstatic, too.

    I'll reply once I "get" it!

  • I tried to, but I cannot access the wiki either. This has happened to me before. The wiki will probably be up again soon... I hope.

  • > I'm not very familiar with the Function object... so I tried my best to replace all of the global variables (except the 'lenPlayerArea' variable) with Function objects. Here is my result. Please scrutinize and correct me.

    >

    The function object is designed to hold more than one function call. You don't need more than one function object. I'll go over it, just give me a day or two. I'm currently thinking of extending it for you to have more control and flexibility. But no promises

  • Thanks a lot for the help!

    I'm not very familiar with the Function object... so I tried my best to replace all of the global variables (except the 'lenPlayerArea' variable) with Function objects. Here is my result. Please scrutinize and correct me.

    Also, it's not really going to be co-op, I don't think. (My friend is the main designer.) The player will control both characters, but the controls will be mirrored for the character on the opposite side of the map.

    Sorry to get your hopes up.

    I'll try to get screenshots up as soon as I create some assets!

  • I need help in making a camera that would follow between two objects moving apart from one another, include them in the display, and yet not show anything beyond the layout.

    So far, with the use of the AdvancedCamera plugin (version 0.92b) and ShadeKirby500's help, the camera zooms out to include the two objects (in the case of the example I'm about to post, two objects with the 8-directional behavior; the actual game I'm working on will use two objects with the platforming behavior, but I digress); however, it zooms out to include things outside the perimeter of the layout, which is not what I want.

    Here is an example I created to show how the camera behaves right now, and here is the AdvancedCamera plugin, version 0.92b (I don't feel like finding Linkman's original link).

    The meat and potatoes right now are in the Always event under the Layout1's event sheet. The camera's zoom is set in both the x and y axis as,

    clamp((DisplayWidth*(3/5))/abs(distance(PlayableCharacter1.X,PlayableCharacter1.Y,PlayableCharacter2.X,PlayableCharacter2.Y)),0,1) * 100[/code:r4oo0a5r]which sets the zoom to a ratio from the inclusion of 3/5 of the display's width in total between the two objects and their respective sides (which right now is a margin that is 3/5 the display's width for both objects) to the absolute distance between the two objects.
    
    This formula for the zoom was created by ShadeKirby500, and I'm supposing with an educated guess that the second value in the clamp expression (b in "clamp(a,b,x)") would be the maximum zoom restriction.
    
    Again, I'm supposing that that only fixes the total zoom, not the margins between the objects and the layout borders... which should decrease to zero once they reach the boundary of the layout.
    
    Any help would be greatly, greatly appreciated... I've been at this with unsuccessful trials and errors for days now, along with the help of my real-life friend (with whom I'm making the aforementioned game with), ShadeKirby500, and Pixel Rebirth.
    
    ... Please?
  • This is a bit offtopic but what is going of with this clamp thingy? It seems that all this stuff is like new fashion over here... At one moment I've never heard about it and next everyone talks about it and im still w00t? So could someone clarify it a bit for me?

    Oh and the Seagull comes and collects the thanks (im evil)

    "clamp" is a system expression. Here is where you can learn about clamp specifically.

  • I really look forward to your pixel art/animations, Mr. Ex-Disney Artist!

    [edit] Woah, this topic is old-old-old. I replied because it was "unread"... dangit I'm not active enough anymore.

  • This was very amusing, thank you.

  • When I load the .cap it gives me an error ('Blur Motion.fx is missing') and I made sure I have your contrast plus plugin. Is Blur Motion a separate plugin that I need to find?

    (On a side note, you misspelled 'contrast' in your plugin, you put 'constrast'. Not like its a big deal or anything, just kinda unprofessional.)

    ame over hmere.

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  • This plugin is amazing, Linkman O:. It almost makes me mad that you're just my age.

    Almost. ^_^

  • My 'Net friend whom I met via an openCanvas thread on TIGSource sent me an IM one day saying "Can you help me with my endeavor?"... strange to say the least, lol, especially since we had hardly talked outside openCanvas. I asked him to explain the "endeavor", and I told him that I could indeed help him with his game idea.

    And I have been. Quite a bit. I've been using Construct, which has served to fulfill his "endeavor" quite fabulously.

    You've Got Red On You is going to be a game with no real plot that I can foresee. The biggest explanation he's given me is a small thread he started on TIGSource (LINK) and a world map he doodled. It's basically a zombie game with irrelevant playable characters and bizarre bosses with little to no relationship to zombies. (We'll probably figure out one to satisfy the player's interest.)

    The entry will probably (or hopefully) be a single level, serving as the dungeon of the Zombie Top Hat. He'll be a Magician's Hat, from whom he himself will drop bombs and zombie bunnies. There's (hopefully) going to be a cool surprise waiting at the end of the battle. PRAY THAT WE FINISH IT!

    [edit] Oh, and Shade Kirby 500 is helping out with it.

  • Can the game be partially completed? My friend and I are working on a game with, GASP, zombies (originality at its finest). There's probably going to be some decay in intelligence, too... though I'm not sure if that in and of itself with validate this game for the contest.

    ANYWAY, as soon as we get some art assets, and confirm with him as to whether I can enter us in (this is, after all, a group effort), I'll start a thread.

    You can almost assuredly count me in.

    ... Almost.

  • Hi all. I have a boss in my game who floats above the player. Simple. But I want him to be able to swoop down onto the player. Not so simple.

    I THINK I need to set a cubiccurve from the boss's original location, toward where the game predicts where the player is going to be (via approximate aim or something), along the point of where the boss is in relation toward the player, and end up twice the horizontal distance it took to travel (so using a lerp to find double the distance between where the boss was original and where he hit the trough of his swooping curve). The thing is... is that there are so many variables and things that I don't really understand.

    Here, I'll draw an example of what I want via Inkscape:

    <img src="http://www.newadventgame.com/aaron/ygroy/boss_curve.png">

    Where the blue triangle is the boss's original position, the green his dynamic position, the circle the player (or where the game approximates he's going to be), and the red triangle the place I want the boss to end up (twice the X distance from the original position of the boss to the player).

    Pwetty pwease?