Rhindon's Forum Posts

  • Blacksmith - :D Dude, that put SUCH a big smile on my face. Thank you so much for that. I was worried the virtually "what is this" content wouldn't garner any feedback. And I really appreciate that you notice the head turn. :) Actually, it's the treads, body, and head. The body turns a bit slower. I may change that to just the head and treads. As you noticed, the head looks like it's bouncing while moving. That's not supposed to happen and was due to the choppy recording initially...or it's my laptop. Not sure.

    Anyway! Thank you for the support! More to come!

  • ...Video uploaded to YouTube instead of Dropbox...

  • NotionGames - Well, bro, just like everyone's saying on you Facebook page, both are great. There's no real either/or here. If you don't use one, you can use it in a later game. I actually am going back on my original idea (using young Sandy in a prequel) and agree with the suggestion that you use BOTH incarnations in the same game. That is, parts of the game will be in the past/future, and the other will be in the present. Heck, you could even have part of the plot be where young/old Sandy gets zapped and is affected in age. Maybe she can later manipulate that and age/de-age herself to make use of different abilities accordingly (now that I think of it, that's very much a Zelda:OoT feature...but, you could make it work). Anyway, like I said, I really do not think this is strictly an either/or option. :) Both are great and both will be used to the best of their own unique qualities. I think you'll really NOT have a problem with the audience. Don't worry about age groups. Trust me... Team Notion will thrive with virtually everyone. Just trust me on this. :) You'll do amazingly.

  • This is strictly a raw preview of some of the action that will appear in the game. Gameplay - what little is seen here - and the story will be refined as the game develops. More will come very soon...

    F.I.N.N. (or FINN...the definition of the acronym is pending) is an AI robot newly self-aware. With the growing curiosity of Johnny-5 ("Short Circuit") and the robotic innocence of Wall-e (Pixar's "Wall-e"), FINN has two basic criteria to fulfill: "mooore input" and to evade capture. FINN's journey will take the player through his eyes, with pieces of the story coming together bit by bit (similar to the Metroid Prime story telling). His purpose, how he came to be self-aware, and why everyone but three mysterious people is out to capture him will be revealed as FINN learns more about himself.

    FINN is a stealth-action game. Inspired by games like Metal Gear and Splinter Cell, this game will drive the player to explore buildings, jungles, and more. Exploration is key, as it will be the source of evasion points and secrets. Having no offensive options, FINN will have to rely on his wits and come to learn about himself and his abilities if he hopes to discover the world around him and the world inside his own digital mind.

    It is my hope to create an experience of mystery and atmosphere through the discoveries FINN makes, including witnessing FINN's own throughs as he encounters new items, locations, and events...even just random "ramblings" as an AI might think of. (Think of the Forest Temple music in "The Legeng of Zelda: Ocarin of Time" and how it promoted an almost-eerie ambiance as you explored this nearly-deserted temple. It's that experience I hope to translate to FINN.) All the things we might take for granted will be like new to the player through FINN's experiences. The emotions and the search for one's self I want to try to present here.

    All in due time as development takes its next step...

    Without further ado, the (albeit, very brief and somewhat sparse) video!

    [TUBE]http://www.youtube.com/watch?v=RxaB7XDvF-M&feature=youtu.be[/TUBE]

    There are several items and a couple of other features not presented here. For now, I simply reveal the starting/basic types of enemies.

  • This game will definitely be finding its way to any and all consoles I can get my hands on.

  • Are there any particular rules about uploading DEMOS to the Scirra Arcade? I PLAN to have one ready by tomorrow. I saw the upload rules regarding the plugins and behaviors - no worries there.

    Anything else I should be aware of?

  • newt - THANKS! Got it working! In fact, I FINALLY have a viable patrol system that works better than any of my previous incarnations!

  • mindfaQ & JohnnySheffield - Thanks! And that x/2 is even better.

    Now for the bigger question. With Pathfinding, does the condition of "On Path Found" become true when the object doing the behavior collides with the point being sought? Because what I WANT is for the Object.X/.Y values to equal the actual X/Y destination. But it always seems to stop short.

  • Wanting to verify...

    The origin point of any tilemap object instance is in the top-left corner, correct?

    If so, let's say I want to pin-point the center of the instance which is 10x10 pixels... I would simply say:

    Tilemap.X+5

    Tilemap.Y+5

    ...yes?

  • armia - Thank you. :)

    What I'm trying to do is create enemies that will rotate towards the player when in range (distance( )). When the LOS behavior becomes true on top of that, then I want the OTHER instances of that enemy to rotate towards the player, as well, even if the player is not within range of the other enemies. In short, it'll be like, "I see the player! Everyone home in on him!"

    The trick is getting the OTHER instances to still react as individuals when the conditions call for it.

  • Wanting to be clear on the use of Pick All...

    If I use Pick All in a sub-event, will that continue to pick all instances of that object for the rest of that event line and successive events? That is, if a brand new event line that is of a higher level comes up, then it "resets" the instances being select...correct?

    Example:

    Event line | Action

    • Sub-event Pick All | Action

    New Event line...

    In the sub-event, obviously the Pick-All will pick all of the object instances. By the New Event line, will the instances become reset to "when each instance is true" since it's a higher level of events? Or do all instances remain picked even though that was within a sub-event?

    Thanks for helping me be clear on this!

  • I actually got it working since posting this - just didn't have a chance to update. But I'll check your capx, :) Thank you.

    RamPackWobble - I actually had something like that set up before, but my problem ended up being with a simple action that I was missing and didn't see it.

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  • CAPX: dropbox.com/s/kax5ocp33oc7wfc/OpPAS%20v2-5.capx

    Look under the HUD event sheet, starting at line 13 under the "Thought" Text comment line.

    I'm wanting to create a typewriter effect for my text, then, after a short delay, delete that text in the same order.

    The

    The Scirra

    The Scirra Bros

    The Scirra Bros are awesome!

    Of course, all that above would be typed out one letter at a time.

    Then, the same message would be deleted one letter at a time in the same way it was typed...

    cirra Bros are awesome!

    s are awesome!

    some!

    The above was shown in time lapse for illustrative purposes. <img src="smileys/smiley17.gif" border="0" align="middle" /> <img src="smileys/smiley2.gif" border="0" align="middle" />

    Thanks to Ashley's example, I can get the typing effect to come out just fine:

    EVENT | Every tick

    ACTION | Add 1 to TextCounter

    SUB-EVENT || TextCounter % 5

    SUB-ACTION || Set text to left(text, TextCounter/5)

    I've made some modifications to this so that it checks when the text in a variable is the same length as the "master text variable" are equal, it moves to the next step. I've included that in my capx.

    It's my figuring that the "deleting" of the text one letter at a time would basically be about the same as the typing. Except that I'd use the right( ) text expression rather than the left. I've encountered a number of issues...every workaround seems to create a new problem.

    My ultimate goal is to have it where certain conditions - the character discovers a new item near by, he's damaged, or detects a hidden passage - will "think" (he's a robot AI) and those thoughts will appear in a text window on the HUD. So the the typewriter effect - writing and deleting -will be a nice touch to sell the theme and the character. It's just getting it to WORK...

    What usually works for me is to break the process up into stages (variable TextProcess)

    TextProcess = 0

    +

    [Condition]

    ==> "Type" text as describe above

    When "master text" variable & "displayed text" variable are equal

    ==> Set TextProcess => 1

    (This is to check when the intended displayed text has fully been typed, since there will be various texts to display at any given time)

    TextProcess = 1

    ==> Wait x seconds (this allows the text to be read by the player)

    ==> Set TextProcess => 2

    TextProcess = 2

    ==> Delete text one letter at a time, left to right, just as it was originally typed

    ==> Set TextProcess = 0

    That's the gist of what I'm trying to do. Hopefully the capx makes a little more sense and you can see what my error is.

    Thank you for your time and your help/suggestions!

  • - As I'm reviewing the manual for the Text, Sprite Font, and Array objects, I'm thinking you're right... I'm still faced with how to set up a process that will take a text string and break it up into its individual characters, in a sense.

  • Presently, with the Text and Sprite Font objects, you can append the end of the text string with additional characters. That's how I understand it.

    But I was wondering if it would be possible to add a feature to both objects where you could do just as you can in Arrays, where you can insert content in the middle or beginning of a value.

    Say you have a Text value of "I Scirra."

    Asside from being grammatically incorrect, say you want to amend this text. You'd need a condition that could isolate a position in the string and then insert the text " love" in between the two. It would essentially look like this...

    "I" --> " love" <-- " Scirra." [The --> and <-- is mean to identify the insertion of an existing text as opposed to current procedures where you can combine text strings and variables like this Variable + "Text".]

    Basically, if we could take those certain events and actions that can be applied to text values within an Array and use them with the Text and Sprite Fonts, that would be so helpful.

    Please let me know if I need to clarify this more. Thanks, Scirra Bros!