Po10c's Forum Posts

  • Alesandro Wow, didnt know that. In fact I do have global variables. What a bummer.

    Thanks for that one, we can consider this case closed then.

    Dont worry about downloading the cap file guys.

  • filehosting.org/file/details/404516/Bug.capx

    The total number of events in my capx is 90, but construct counts them as 100. I had more event sheets and layouts, but deleted them.I dont think I put code in them though. Possibly. Cant say for sure.

    This is really screwing me now as I just need 5 more events.

  • Its late Monday night here in South Africa, so I've just got time to post the game up as I have like 12 hours over the US.

    I'm very nearly done, just tweeking some animations and adding audio.

    After that, I need to quickly put together a splash screen, logo and a help page.

    The one difficulty now is that Ive reached my limit of 100 events, so I'm going to have to sacrifice limiting stats to 100points.

    At first I thought, wow this will be so easy. But then the coding got real bad and I had to rely heavily on using comments and ordering my code. Construct really made that part much easier and I would never have made so much progress if I used any other tool.

    Ooh, had one scary part where construct crashed and I lost like 4 hours of work. My excuse- I was steamrolling like hell and everything was working perfectly as expected. Nearly shat myself, but I learned my lesson.

    Will post my game's details here after I recovered from the expected late night tonight.

  • As I havent posted my game yesterday, I have revamped the pet sprites quite a bit.

    Even though this game may not make it to microsoft on time for the compo Im still gonna post it by monday and hope they accept it.

    I dropped the pivot joints and am using sine behavior and rotation for all the animations, which is working surprisingly well as I can activate multiple behaviors at a time giving a very nice animation effect.

    Here is the latest image:

    <img src="http://s14.postimage.org/5vfk6kkgh/apple_grab.png" border="0" />

    The only problem I have now is that I cant test on windows 8 every time I add to the game so havent tested if the roaming data thingy works for remembering what pet I created.

  • Great to know the workarounds for if I ever get there.

    Another thing from construct classic that would be great is bone movement. Without bone movement, animating a character made of separate sprites gets difficult real fast.

    The workaround for this is pivot joints and sine behavior, but it is quite limited in certain circumstances.

  • Definitely not going to make it by the deadline.

    But, I am still making progress, and will still put the game up before christmas.

    There are some major issues I am struggling with, namely the physics behavior interfering with me setting the position of the sprites before creating rovolute joints.

    Here's another screenshot of how the game will look without the gui.

    <img src="http://s15.postimage.org/5lzr2c74r/Pet_layout.png" border="0" />

  • I don't know how the hell I'm going to get this game out by Friday. Why oh why did that competition mail land in my spam folder?

    Tonight I am focusing on getting the UI done, at about 50% right now.

    Had to change the way I display the thumbnails for pet creation a bit as I wanted all the parts to display, but that's just not possible.

    Screenshot: <img src="http://s10.postimage.org/f3mtg3w55/petcreation.png" border="0" />

    Just need to put in buttons for the color selection and code the changes.

    Oh and text formatting.

    Major to do's: Animations on character, Music, Sounds, game logic and data handling.

    In short, I'm screwed. Good thing I have alcohol hehe.

    Comments? Words of encouragement?

  • Game Status:

    My graphics are about 65% complete and I may have to sacrifice some variety in colors and textures to get this out in time.

    Animations are at 1% as I have to focus on the game mechanics before that. Will be focusing more on expression of emotion than nice effects, as using joints instead of bone movement is a crippling workaround.

    I am currently working on the GUI, which will be very simple and straight forward. The color scheme I'm going for is muted to make up for the bright character sprites(careful not to overwhelm the eyes)

    Game "story"

    This game does not have a story, but it has a hidden theme about life, death and creation.

    The lifespan of the pet will be very short, making how the players interact with the pet have meaning. Having created the pet, players will feel the joy of caring for something they shaped. Perhaps players may even feel attached to their pet, making the loss of their pet even more poignant or vice-verse.

    Choosing an action in the event of theirs pets natural death will have the player consider the value of his/her pet, as choosing a more rewarding ending will leave the player nothing to remember their pet by. But choosing to have a burial will give players "photos" of their pet to remember it by.

    Things working against me

    Time limit (started with this a bit late too), I have a job, my art skills suck, I have never seriously tackled a project like this.

    Why I could at leas make this game bearable

    I am keeping things as simple as possible, focusing less on looks and more on ease of use. Simple game mechanics that allow for complex outcomes.

  • Great artwork! I've just posted a topic on my own game I'm doing for the competition, but my programmer art is by far inferior.

    Good luck, will be looking or you in the top 5.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I have decided on entering the Windows 8 Game comp, even though I started a bit late, this is the first game I am going to show publicly.

    This is a tamagotchi style pet game, with a little twist of my own. Even though there are many pet games out there I think there is lots of room for creativity in this genre.

    The gameplay itself is pretty straight forward, feed, groom and love your pet.

    What I'm doing differently is implementing pet creation, where you choose what each part of your pet looks like. The various parts will then be animated with revolute joints(Hardest part of the game to make). At the end when your pet dies you will have a decision to make: Hold a lovely funeral for your pet and get some nice images of the pet to share or have the pet do a glorious last dance.

    *The first release of the game only has snapshot sharing, no dancing.*

    <img src="http://s10.postimage.org/vjfiqge7t/Capture3.png" border="0" />

    P.S. I cannot guarantee the game will be ready for the compo, as I started late, but Ive got most of the pet graphics done, just need to do UI, Game Logic, and animation

    [Update] Game got accepted on Windows8 Store

  • The wheels are pretty simple, but I get your point.

    I've now made the bodies and wheels into single sprites with anims and it looks good.

    Only it would have been nice to have the wheels be destructible and give tanks abilaties like moving over obstacles etc.

    Perhaps a plugin for making sprites stick together dynamically would be useful in a lot of cases?

    Anyway, Thanks

  • Hi,

    I'm pretty new to Construct, but I've went through a couple of tutorials etc.

    I want to try out making an RTS where you can choose which parts you want on your tanks.

    The turrets are easy, the problem I have is how to stick the wheel sprites to the body at runtime.

    Bone movement works wonderfully in design time, but I want to be able to do it dynamically with different parts.

    Is this possible? Any Suggestions, or should I drop the wheels and keep it simple with just different bodies and turrets to choose?