-Silver-'s Forum Posts

  • I'd like to know if it's possible to reset Fall Gravity's strength (Platform Behavior) in mid-air.

    I have a dash ability in my game that shoots the player forward by X pixels along a straight line, that can be used either on the ground or in mid-air. So the player is able to jump, and then dash during the jump, to cover larger distances.

    The issue I have is that when the Dash ability is used when the player is falling, he is shot forwards horizontally (by disabling the platform behaviour), but then the gravity strength resumes where it left off when the dash is completed and the platform behavior is re-enabled. It looks wrong, as though the player is being dragged down far too fast.

    I have tried setting the gravity strength to 0 once the Dash is completed, using the Wait command, and then setting it back to 1500 again, but that doesn't work. The gravity resumes at full strength instead of slowly building up.

    Does anyone have any ideas? Thanks for reading <img src="smileys/smiley12.gif" border="0" align="middle" />

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  • What are your PC specs? It could have been background processes interfering. That's the good thing about computers - there's always a reason <img src="smileys/smiley1.gif" border="0" align="middle" />

  • It would be best if you upload your .CAP to dropbox and post the link for us to take a look at. But here's my guess:

    Those conditions (player must be moving for a run attack to start) are only considered for when that Right Arrow button is pressed. Once it's pressed, and matches those conditions, your main animation is switched to the RunAttack animation and will continue to play regardless. There's no check afterwards to stop that animation from playing if the player is no longer moving, so it just keeps on playing.

  • Holy crap, that does look much better. I used the lighting on the front leg to add some more contrast, since his body appeared as a brown block at a glance without it. I might try toning it down and focusing on shadows instead of light for the contrast though.

    I'm also not sure I need to change it. Altering the core body will require a lot of reworking and re-animating, and I'm already pushed for time as it is. But I can certainly see the benefit in "beefing" him up, especially for his head, and will certainly apply these changes towards the end of the project if I have the time. Likely after the demo is completed.

    Thanks for the illustration though, Animmaniac. That image speaks a thousand words, and has certainly taught me a lesson <img src="smileys/smiley17.gif" border="0" align="middle" /> If the boar was the main character instead of a mid-range enemy I would apply these changes in a heartbeat!

  • Haha! Well I don't mind editing the snout again - that's easy to do and won't require changing the movement. Maybe I need more contrast there - brighter snout and dark nostrils, so that it's clearly a snout and not a nose.

  • Third pass is done, and I think I'm happy with him now! Any other recommendations? If not, I'll assume he's passable <img src="smileys/smiley17.gif" border="0" align="middle" />

    Improved ear movement, fixed the tail so it attaches properly to his back instead, and ever so slightly altered the height he gains:

    <center><img src="http://i216.photobucket.com/albums/cc212/darkstorne/Boar3.gif" border="0" /></center>

  • I actually started off with WoW's design for the boar as a reference, but after checking real life videos and images decided they were too exaggerated for my liking. It works great for WoW, but I'd rather go for a little more realism in how they move. Boars don't get much height when they run, or much movement in their torso, moving more like a freight train of muscle and tusk. Tulamide's video link was a perfect example.

    I've updated the OP with my second attempt, but I'll post it here too:

    <center><img src="http://i216.photobucket.com/albums/cc212/darkstorne/Boar2.gif" border="0" /></center>

    Hopefully that comes across as a snout now! I've sped him up significantly, and added a tail. Thoughts? Still in need of improvement?

    Thanks for all the comments and feedback so far <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Yep, they do trot too, but I don't have the VRAM budget to include animations for every speed. I'll certainly make him animate faster though! Thanks for the feedback <img src="smileys/smiley1.gif" border="0" align="middle" />

  • um, where is the tail? <img src="smileys/smiley4.gif" border="0" align="middle" />

    Hehe. I was planning on adding the tail at the end, but wondered if it would look fine without since the tail isn't a core feature of a boar. But I guess not <img src="smileys/smiley17.gif" border="0" align="middle" /> I'll add a tail tomorrow too.

    Interesting point about the eyes, and I understand what you mean. I quite like the evil look, but you've got a good point. If it still looks odd tomorrow I'll definitely play with the eyes as well. I think they give him character at the moment <img src="smileys/smiley1.gif" border="0" align="middle" /> but I won't mind getting rid of them if it leads to an improvement.

  • Yep, I agree with you Blight <img src="smileys/smiley1.gif" border="0" align="middle" /> I'll be playing with hotspots to raise his torso more in-game, and give him a little more height in his jump.

    I'll rework the snout and update tomorrow. I still think it's an issue with the end looking like a nose instead of a snout, rather than the length, but if people still think it doesn't look right tomorrow I'll edit the length too.

    If anything, I made the snout shorter than it should be <img src="smileys/smiley17.gif" border="0" align="middle" />

    <img src="http://www.britishwildboar.org.uk/lewisboar.jpg" border="0" />

    <img src="http://upload.wikimedia.org/wikipedia/commons/8/8b/Wild_boar.jpg" border="0" />

  • Wild Boar do have quite pointy snouts, but I agree that mine looks more like a wolf's nose than a boar's snout. Not by the shape (silhouette would look fine I think), but the colour?

    <img src="http://www.willridgeimages.co.uk/Latest%20Images/Latest%20Images%2010/Wild-Boar0511.jpg" border="0" />

  • I'm adding a third enemy to my game, and would love some feedback on its animation. It's a standard strength enemy, with a spider being weak, and a stag being tough.

    Wild Boar:

    <center><img src="http://i216.photobucket.com/albums/cc212/darkstorne/Boar.gif" border="0" /></center>

    Think he looks bulky and... piggy enough? <img src="smileys/smiley17.gif" border="0" align="middle" />

    UPDATE - second pass: Now with snout, tail, and speed!

    <center><img src="http://i216.photobucket.com/albums/cc212/darkstorne/Boar2.gif" border="0" /></center>

    UPDATE - third pass: Attached the tail properly to the back, improved ear movement. Slightly altered the "bounce" in his run.

    <center><img src="http://i216.photobucket.com/albums/cc212/darkstorne/Boar3.gif" border="0" /></center>

    C+C very welcome, and please don't hold back if you think he could do with some improvement!

    Many thanks,

    -Silver-

  • or the water.

    *Insert profanity here*

    Tulamide is 100% right. I ran through the game with an uncapped frame rate twice, once at 1280x720, and again at 1920x1080, both times I saw highs of close to 300 fps, and the lowest point each time was just over 60fps at the area with tons of water and waterfalls. That was enough to prove I'm CPU limited more than GPU limited, which for an overclocked i7 2600k... is not good.

    I then ran through a third time with the water events disabled, and never dropped below 150fps. The waterfall area never dropped below 180fps. So yep, that lovely dynamic water that ripples and waves as the wolf runs through it has to go. All that time and work <img src="smileys/smiley6.gif" border="0" align="middle" /> I guess I'll need to work on a decent warp effect to give the illusion of water movement, and just add splash effects as the wolf runs through it.

    I'll go curl up in the corner now, gently rocking back and forth.

    But on a positive note, the framerate has improved drastically, and that expensive water effect also required a full screen blur shader - so it will be an improvement to GPU processing time as well <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Ahhhhh, that's probably slightly more worrying <img src="smileys/smiley5.gif" border="0" align="middle" />

    Artwork and resources I can easily scale down, rework, find different ways to animate etc. I've made so much headway with the waterfalls and cutting out blur shaders by pre-blurring in Gimp!

    CPU optimization though... that mainly comes down to the event sheets right? That's the part I suck at <img src="smileys/smiley17.gif" border="0" align="middle" /> which makes sense I guess. I have a heck of a lot of events running every tick. I think I'll spend tomorrow going over all of my events, and taking a look at what I can condense down. Are there any tips and tricks for this?

    At least the GPU optimization I've already down can only help. It's not like it was a complete waste of time (I hope!) <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Oh, bummer. Well the plasma at the base of the waterfall (used as spray and foam) does have a layer blur effect applied to it, so I would be swapping out two plasma effects for each waterfall (one for the waterfall itself, and the other for the foam) for a tiled background with a bounded warp effect, and textures for the foam. I'd also be removing the blur effect.

    So it sounds like it would be an improvement, just not a huge one. And there's the issue that if I use textures for the foam instead of plasma, I would be having the game create new foam textures every couple of seconds at the base of each waterfall on-screen, and possibly adjusting the foam's angle every second to have it spiraling slightly.

    Man, optimization is a pain in the <img src="smileys/smiley17.gif" border="0" align="middle" />

    Still, the waterfall as a tiled background and warp effect seems like an improvement over plasma, so I think I'll go with that at least. Especially since I can turn the warp effect off when the waterfalls are off-screen. I might have to go without foam completely... or create an advanced graphics option for it? Oooo. Controlled by global variables, and turned on or off through the main menu. That could be nice.

    Alright, that's enough of a brain dump for one day. Thanks for the help <img src="smileys/smiley1.gif" border="0" align="middle" />