TheSynan's Forum Posts

  • I might be too new at this, but I'm having a hard time understanding how to use the plugin. The mechanics are there but I'm just not getting it.

    I made a very simple "digital pet" app and I wanted your plugin to check the time since the user last logged in. I need to use this data in order to assign the "pets" age variable. Do you have a simple example of how I could do this?

    Thank you.

  • I should also mention that I'm using the Pin behavior on the weapon, pinning it to the character at the start of layout angle and direction I think the option is called and then I also have it mirror.

    The issue seems to be that it mirrors but isn't attached at the right spot when it does. It scoots it back or something.

  • Every time I attach a sword or gun to my platform character I run in to the same issue. I try to have the character move in the other direction by using the "mirror=true" function but the gun/sword/wep never mirrors correctly. I'm not in front of my computer with C2 on it or I'd attach an example but it's really boggling my brain. I want to be able to swing a sword facing the right and then turn left and swing it exactly the same just mirrored.

    Hopefully someone knows what I'm talking about and has a quick fix :/

    Thank you.

  • Another way you can also just put all the things you want to choose from inside a family then spawn that family it will spawn one of the objects randomly

    Can you elaborate?

    I'm going to test this but I thought that families would spawn as a group and not as a single item one at a time.

  • There are much more elegant ways but the easiest I can think of off hand is this:

    On enemy destroyed > set value of powerupvariable to floor(random(100)) (or whatever number you like).

    Then.

    If powerupvariable = 1 > spawn powerup1

    if powerupvariable = 2 > spawn powerup2 etc...

    This way if you have 10 powerups then with the above formula you would have a 10% chance of getting a random powerup.

    THANK YOU!!!!

    This is what I needed!

    I just made a simple mock up with the idea you posted and with a few little changes I got a working model. This is so simple, but so incredibly powerful.

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  • I feel like I always come back to this question and I've never really come away with a solid answer.

    Is there a simple, full-proof way of creating items at random?

    Kill and enemy, an item is selected from a pool at random for it's loot. Or, you have an item that spawns random enemies..

    I feel like this is a very basic function most games have to create variety but C2 doesn't have a quick behavior for it like everything else.

    Anyone have links to tutorials or know a quick/easy way to do this?

    Thank you,

  • So there are many fancy algorithms out there for generation. But I'll try to make a simple one work..

    Wow, thank you for the thorough response. You even included a diagram haha!

    I will have to play around with the theory this evening but I'm afraid I might not be knowledgeable enough to implement the idea. I get it, but I'm not sure I know how to make it function.

    I think that the simple idea of generating objects the further you move from the "origin" of spawn is intriguing. I understand the part about leaving blank space vs consuming large amounts of CPU so I thought it might be neat to implement a mechanic like the old MS game "Ski Free" where you just die if you go too far haha. I could load test where "too far" would be and then just back it up with a simple story so players turn back.

  • Simple question, probably not so simple answer.

    How should I go about spawning objects in endless space?

    This would allow me to spawn planets in endless space as well as enemies.

    My goal is to create a simple space game with replay value because it's progressively generated/random and endless.

  • I was thinking about making a project where items spawn down lanes like DDR or Guitar Hero and if you touch them before they hit a line you get a point but if you miss them you're docked points..

    In any case, I was wondering if anyone has made something like this and what the best practice is for making the levels. I thought it would be awesome to use a text file or something to create complicated levels and save on actions in C2. I assume someone is going to have me work with arrays.. my weak spot haha. If that is the only way then I guess I'll have to learn but I'm stumped at the moment.

    Thank you!

  • This is awesome!

    Can you give any tips on how you achieved the smooth pathfinding?

    Specifically, how you got the sprites to re-calculate the path so fast?

  • I want to make a mechanic where the user is prompted with a shape they must trace or draw to earn a score based on accuracy. I'm thinking about using picking but I wanted the actual drawing overlay to look smooth and not have visible nodes or straight lines the user can easily navigate.

    Does anyone know an easy way to achieve this?

  • Howdy,

    I've reached a point that I believe it's time to work on a solid project that's worthy of putting on a market. The main issue is, my art just doesn't hold up anymore. I can program just about anything I want in C2 but the major roadblock for me is making the project presentable, and that's where you come in.

    I'd prefer to join in a partnership and create a game together, with your art and my code and then split the profit "if any". I understand that time is money though and if you'd prefer to be paid up front then I will consider that option as well.

    Please provide some examples of your work, I don't prefer any art style over the next but I think it would be best to show me examples of work relevant to video game art "character design, landscapes and so on".

    If you prefer to be paid rather than join in a team please send me a PM with your price requirements and make sure that price is for royalty free/exclusive rights assets in total.

    Thank you!

  • I get that too sometimes and the way I worked around it is by making the path finding object a bit smaller and changing the collision polygon of both objects "pathfinder and obstacle".. Might work, but not something I really worked out completely.

  • Ok, I bet there is a much cleaner way to do this but I thought it was worth a look to get the idea down. You will need to change how you want the timer to start but the example I created is a really rough example made in under a minute.

    Good Luck!

  • You could have the user controls be part of a variable that disables them unless the variable is on and then on start of layout wait 3 seconds and then activate the controls. You could also throw an animation with the count down up on the screen while this is taking place or just use a text object as part of a global variable that subtracts 1 every second.

    Lemme see if I can throw together a simple demo of what I'm thinking.