Rushino's Forum Posts

  • I learned it in a MMF tutorial years ago. There are probably more sensible ways of doing it but whatever, it works. The idea is that even though the bullet is moving, say, 5px per tick, collisions are being checked for each pixel it moves.

    OK! I get it now. Interesting.However, i sense a performance problem. You basically check even if there is not collision around. But maybe the cost is not high enough to have any impact. But if you shoot your projectile far up to 400 pixels.. you will have more than 400 loops. So firing many projectile at the same time might be costly. But thanks!

  • (Pixel perfect or instant-hit bullets)

    +Bullet.count > 0

    +For "" from 0 to 5

    -Move Bullet 60*dt in angle of Bullet

    +On loop ""

    +Bullet collides with solid

    -Destroy bullet

    Interesting. I was about to end up with a pretty complex algorithm but i decided to take a look at your snippet of code. However, like megatronx, i don't fully understand the logic behind this snippet of code.

    From my understanding... you seem to use the loop for detecting if the bullet collide with the wall. Why? Plus, isn't Bullet collide a triggered event ?

    -Move Bullet 60*dt in angle of Bullet [/code:1w11h5hx]
    
    So your not using the behavior, your doing it manually. Is there a reason for this ?
    
    Other than that... i found a way of doing it. Put a detector in front of your bullet (pixels ahead) when it hit the wall it stand still until the bullet reach the wall, during that time you can adjust the position of the detector and when the bullet hit finally the wall, destroy the detector and create the bullet impact at his location. The detector must match the same bullet trajectory for this to work. So for direct trajectory this would be easy..
  • Thanks i will have a look!

  • That what i would have expected... but there must be a trick to do it. I can't believe there none.

  • Umm. Its strange.. when my bullet hit the wall something it work.. something not.. depending on where the player shoot the bullet. Here what happen...

    The bullet impact animation aren't aligned to the wall. Most the time it is.

    My event is basically... once bullet collide create the bullet impact at x and y position of the destroyed bullet. So i expect the collisions to be pixel perfect.. which it doesn't seem to be.

    Any ideas how to fix this ?

  • Hi guys,

    Just wanted to know if anyone have experience with steam publishing ? I plan on adding my game to steam.. but from what i see you have to pay 100$ as entry fee.. however after that do you have to get upvotes in order to have your game published ? Anyone know how that is working ?

    Thanks for sharing your experience!

  • Great thanks Ashley!

  • Inventory screenshot for you guys until more to come!

  • Crazy graphics! Really amazing! Good Luck!

  • Nah. I am just saying that Construct 2 is an HTML 5 engine by nature. Which mean it doesn't have access to the native resolution from the OS. Even the Node-webkit can't do that (even if its a native wrapper around that) so in order to make my app change the native resolution, i had to make a custom C# application that actually list the resolution modes and enable to change the resolution before starting the game. This only work on Win32 build for now since i don't know Linux or MacOSX.

    Thanks guys for the interest in the project! I will post new updates soon!

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  • Look great dude! Keep the good work!

  • >

    > Maps are created in Tiled and then the game read them.

    >

    > So yes, i am using the same technique. The idea is that Tiled format is XML.. so basically you can do what you want. You only read what you need. There nothing fancy. But the format is open. Which mean anyone can modify it. This can be problematic with some games.. but not with mine cause anyway there is no reason to encrypt it or blocking access to it. If the player want a good experience... he won't cheat by opening the file and modifying it. He could but what the point in the end ?

    >

    I am interested to know why you made a system for working with Tiled Rushino? Do you feel like the C2 native support for tilemaps is not strong enough or something? I was reading about C2's tilemap support and it seems like C2 can do everything that Tiled is able to do? Do you find it easier to make the game maps in Tiled or something?

    scirra.com/blog/131/construct-2-now-supports-tilemaps

    Well, there many reasons. Sure levels could be done directly in C2 with tilemap, but there are caveats unfortunally. The idea here was to make the game somewhat open to levels making and DLC.

    1- Yes, it is easier to work with Tiled to make the maps and i have the ability to save the file in the end.

    2- The screenshot doesn't show it.. but there can be easily 100 levels connected. So that mean one frame per level.. plus you have to add an instance of each objects you gonna use. Not talking also about the inventory which have to fellow each level.. This is not one frame with the 100 levels togheter. Each levels are seperated and loaded dynamically. For me this is a lots easier to work with. I did that also for increasing performance in case i export it to another platform. I wanted a metroid kind of game where levels feel connected to each other.

    3- Tiled have some useful features for tilemap such filling tiles.

    4- I can work with a level designer which is currently what i am about to do.

    5- Its possible to bring DLC levels in without having to remake a whole build.

    6- Players will be able to make their own levels at some point.

    7- Easier for me to make the minimap. All i have to do is when i load all the levels internally i simply create the necessary data for the minimap aswell.

    8- Etc...

    I could also have done a custom one.. but why not reusing what already there ? Tiled is open source and work very well for my needs.

  • Took me 1 year. Part time. But at this point this is maybe more than a prototype.

  • > Its true for every single industry.

    >

    Actually no. That's only true for the creative industry:

    • Musicians
    • Writers
    • Filmmakers/Directors
    • Dancers
    • Actors
    • Graphic Designers (Painters, Illustrators, GFX, VFX)
    • Sound Designers (AKA SFX)
    • Game Designers
    • Game Programmers

    If you're a corporate lawyer, database analyst, backend programmer, management consultant or things like that, you're (crisis aside) pretty safe from poverty.

    This used to mean you should only get into game design if you're really passionate about it, because there will be months where you won't be able to afford groceries. The risk lies entirely with the developer, who has to create a product from scratch and hope people like it enough to pay for it. Players on the other hand have no risk: they can try a demo, watch a let's play, read a review or even pirate the game. If you go with a publisher (that means you're no longer indie, you're just small), you can transfer some of that risk to the publisher, but lose some creative control (some publishers are great, though, don't let the stories scare you).

    Kickstarter recently changed the way the industry works, now ideas can be evaluated upfront and so some of the risk in indie development is transferred from designers to players, who may never get a product (or get a much inferior product) in the end due to complications with development.

    In the end, though, these are pretty much your only options:

    • Working with a publisher, you get decent money and don't have to starve, but you'll be making the games THEY want (which probably means bejeweled clones), and that sucks the life out of any indie dev pretty quickly. Go this route if you like games in general (instead of a specific game/genre) and feels confortable working with the current trends in the industry (as of this writing, we're talking about mobile physics-based puzzles with IAP. A few years ago it used to be social games, but that trend has died down).
    • Going full indie, you can make the game you always wanted. This takes a lot of time, and you'll find little to no support. Don't expect people to team up with you, and you'll have to pay out of pocket for people to do things you're not good at (sound, music, art, programming, writing, etc). Your first games will not have commercial success and it's a ton of work, for a very long time, for very little pay. If you manage to hit it big, though, the earnings can set you up for life.
    • Hobbyists have a full time job that they drain funds from to fuel their passion. This means you have a boring 9-to-5 job and during the rest of the day (and weekends) you can work on your game. This allows you to make the game you always wanted, and you don't have to starve. There is also more room for mistakes since you can always restart (you're not against a ticking clock). The problems are that development slows down to a glacial pace, there's nothing and no one pressuring you (which means you need tons of willpower), and feature creep can become a serious problem.
    • Crowdfunding. This changes the whole picture, because it allows you to sell your game "upfront", even before you actually code anything. The problem is that you need to somehow acquire the funds, and your prediction must be pretty spot on, if you run out of funds you're not off the hook. Also, if your game fails (read: you were unable to complete it), your reputation is doomed. Unfortunately, kickstarter is only available in the USA, and it's extremely impractical to work with it if you live anywhere else (with possible exceptions for Canada and the UK).

    I've tried all the alternatives above, and from my experience the hobbyist approach is the only one that affords you a worry-free possibility to make the game you want. Everything else is either immensely stressful or leaves you making crappy-bird clones until the cows come home.

    Very interesting.

  • Rushino , even if its a singleplayer game, people like having access to the Steam overlay (Especially me )

    to keep contact with their friend/may search something in the browser.

    Offcourse! If we can get it then its a good plus naturally. Just saying that it would be cool to have the opportunity to at least run it from Steam with or without integration.