Somebody's Forum Posts

  • Neat, nice to see a proper project just being done, instead of the usual "How do I make game X" questions and whining how C2 doesn't do this or that.

    Thought - depending on performance you could probably use a HSL or replace color shader to add some slight variety to the characters as well by shifting their hues.

    Also - I get harmless tourists, but what the heck is that robot thing with a mask on it?

  • That's pretty cool. I tried to get into blender, but apparently am too old to learn new tricks, so my one true love 3ds max it remains

    I guess you could have used Spriter as an option - to have really smooth animations and blend between them, it probably wouldn't be too hard to get used to it (although it does certain things in a weird way).

    Кстати, прочитал описание крестьянки в демо-видео магазина

    Actually everything seems quite charming and humorous. Are you doing all the aspects by yourself (writing, art, sound)?

  • Awesome, glad to have helped by proxy. Thanks for the link, sounds like this might help.

  • Wow, that is quite impressive, must have been a huge amount of work to make all the assets and plan it out. Have to agree that the art is a little busy, but if you have turned the saturation down on the background it should be all right. You could probably also add some variety by making night/day/morning/midday levels (by simply placing a semi-transparent colored layer on top) or adding some rain particles, etc.

    Are all the animations pre-made/rendered or are the little people made from parts and animated separately?

    It seems like you have a good grasp with the basics, so my feedback would be about some details - I would make the castle as a separate object and place it on top of the layout so the villagers don't just pop up in front of it, but actually appear to walk out of it. Also the interface bits are a little obscured by all the details - perhaps place them on (semi-transparent) panels?

    But other than that - well done, I wish you luck with getting it finished and published.

  • I have to agree with the previous comments about the controls.

    Also - it has the difficulty of something like VVVVV - that's alright, BUT - it also quite close up on the action so there are moments where you simply couldn't see the danger (like when you need to float before hitting some spikes). If that's the idea - dying to progress - it's all good, just a matter of taste - there have been games like that. But if not then it just feels like a "I designed this so I know how to get through it, haha!" sort of thing.

    Perhaps it would make sense to either play this up (with some simply ridiculous unavoidable deaths (like a massive box falling from the ceiling and smashing through the floor together with you - on the next restart there's a gap there to jump over, for example). Or, perhaps, tone it down a little, like giving you a little bit of (invisivble) regenerating health - so if you just touch a spike it would hurt you and throw you back a bit - if you run straight back you would die, but if you are careful you'll be back to full health. This way if you dive into a spike pit you'll die anyway, but if you just walk into a spike (like at the very start) with the buttons - you'll just see that it hurts.

    Another thing - depending on your approach - whether you want to make it fair or just "die to explore" - you could make deadly things more prominent - i.e. color-code or motion-code, so to speak - like make the spikes a different color, or make them pulse in and out (or, for example, make them rotating saws - it's a little cliche, but instantly clear that they are deadly). Thus making the player aware of the danger and not just memorising the levels.

    A lot will obviously also depend on presentation. The initial version of Portal (Narbacular drop) looked very different, and, frankly, not too appealing. But see what came from it. A crazy laboratory of death is always a cool location, certainly more appealing than " green lawn run and jump game 9823" so if you play your cards right this could be neat.

  • Thanks, R0J0hound! If you ever need some artwork (icons, objects) or, perhaps, if you accept donations let me know.

    I previously put an AJAX object in, BUT didn't add the "on completed" action so it never returned usable results. Now it works! I can actually save and load my arrays and then process them to create objects, which is very cool:

    [attachment=0:20qjag99][/attachment:20qjag99]

    I'll write down the necessary steps "for dummies" (like me) if someone searches for something similar in the future:

    Saving:

    In my case the data is an array so saving is easy - just have a "Download as JSON data" action.

    For loading:

    Place a FileChooser and AJAX objects in your project. The Filechooser acts like an actual button so place that on the layout. It also has some properties, like are multiple files possible and what filetypes to accept.

    In the event sheet:

    Add a FileChooser "On Changed" condition of AJAX - Request Url - FileChooser.FileURLAt(0) "LoadFile" <== This is your tag, to know where the file comes from

    Add an AJAX "On 'LoadFile' completed" condition with an Array - Load from JSON string - AJAX.LastData

    After this add some actions to process your array.

    Voila! File saving and loading.

    ---

    Extra question, if I may - is there a way to replace the ugly Load button with something else? It's an eyesore and it gets shifted around when zooming in and out in the browser. Ideally there would be a way to shift it off-screen and trigger from another sprite button, but I suspect security measures won't let that happen?

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  • Anyone? This has really stumped me, unfortunately, cannot really find a workable solution by searching.

  • Thanks newt - that somewhat does what is needed, BUT it has no support for frames, which are rather integral to my approach... Well, I have added some GUI changes that let me add as many parts as needed, so that could help a little.

  • Why would it run slower? It either has enough memory or not.

  • Well, you can place your to-be-touched objects on a specific layer and add a "...is on layer" condition to your touch check.

  • Will try to provide one - for now I made an extra event that iterates and re-adds the additive blending.

  • To make it clearer why I would need to split a sprite into half - it's for this project:

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    - would enable having way more variety in the parts.

    As we can see the parts are rather overlaid, would a blend mode help to hide just half of the active sprite? I suspect not really... but then I'm no pro at blend modes.

  • I'm sorry newt I might be misunderstanding something, but the base idea - showing just a part of the sprite, but without shaders - is that possible? As a behaviour?

    If it comes from the hot spot that might actually be a bonus.

  • Hmm, but if we were to assume it's hard-coded to top left?

  • Hi, all, especially Behaviour makers - I was wondering if a crop behaviour would be possible, i.e. is it possible to control the very basics of object drawing by kinda shifting the drawing rectangle, like this:

    [attachment=0:1j08gg3t][/attachment:1j08gg3t]

    I have my own use for something like this, but it would certainly be useful for all sorts of loading bars, liquids filling and such.