TiAm's Forum Posts

  • For my money, the easiest way seems to be setting collisions to disabled by default for any objects you want to spawn collision-less. No events required.

  • BTW, NotionGames, how are things running on the Wii U? Or, have you done any of that yet? The info is scarce from those who've actually been working with the Wii...would be interesting to hear some comments on performance, quirks, etc...

  • Looks really good! That crouch pose is great, full of character...wish I could draw like that... <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Yes, this would be lovely. It's a pain having to alias all the parameters in functions if you want things more readable.

  • bobdole21:

    Sure, drop me a line whenever. If I don't answer for awhile...I'm probably working on my own game. But I'll get back to you. Glad I helped, and good luck. Physics enabled bobs sound great... <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hey, this is weird...I've just been trying to figure out a solution to this problem myself!

    What you are looking for is Framerate Independance. deviever : check out my thread and the attached capx; I ended up with a similar approach, expect that I set the timescale dynamically in relation to the fps. It works pretty good, though not as good as I'd like.

    scirra.com/forum/framerate-dependant-mode_topic84422.html

    P.S.: Game looks good, love the art! <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Well...okay...this one didn't seem to go over very well. <img src="smileys/smiley24.gif" border="0" align="middle" />

    After more testing, I've come to the conclusion that, while the above approach works, it's less than ideal because of the inherent lag. It's still my best bet, as far as I can tell, but it definately doesn't produce consistent behavior.

    Ashley, not trying to nag, but would a framerate dependant mode be possible? I'd just like to know one way or the other.

    Cheers,T

  • I didn't see anywhere that you were adjusting the size of boom_boom. You were setting the scale, but scale is non relative: if you keep setting the scale to the 0.5 every tick, that's not going to halve the size of the object; it'll just set it to half the size once.

    Also, you had a trigger combined with 'once every 0.01 seconds'; in this case, you need neither. Replaced it with a simple 'every tick'.

    I added the fade behavior to boom-boom. Deleted 'on created: wait x secs then destroy'. Fade has a built in 'destroy' command that runs when it's done fading. Great for explosions.

    The boom-boom sprite was spawning way too big. Set it to spawn at 40,40 size.

    Also, you were sending your walls/block off at random angles. No. Take a look at the modified events 7 and 9 on the Bubble_gum_bomb sheet. Neat trick: if you remove the 'random(170,190)' part, the walls/blocks will suck INTO the explosion.

    I also did something else I don't remember. Keep an eye out for it.

    I tweaked some of your settings -- timescale, etc -- to make my example clearer. Here's the capx:

    dropbox.com/s/07gfp00e4n3t9n0/BubbleGum_ExplosionFadeMod.capx

    Finally, you need more boo...erm bobs. WAY more bobs. We should be mowing down these insidious little malcontents by the bucketful. physics enabled bobs?

    Cheers,T

    P.S.: I simply cannot resist:

    . . .

    DOLE KNOWS!!! <img src="smileys/smiley11.gif" border="0" align="middle" />

  • no, no capx, not caproj.

    Though, I'm still on r158, not r158.2, so I wouldn't be able to open it. Anyone with r158.2 could though.

    Actually, you could just upload your project folder, that would work for me. That's the folder that contains your .caproj file.

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  • The game I'm working on now is a puzzle-platformer/shmup'. After a good bit of thought on the mechanics of the game, I've come to the conclusion that it would be better to have it slow down than to skip frames/lose accuracy.

    Since most of C2's behaviors are built to function framerate independantly, this has caused me a bit of a conundrum. Here's what I've come up with, placed in context of basic mod of the shooter template(arrow/wasd to move, mouse: look, lmb:fire, rmb:alt fire).

    The relevant part is event 4 (and, also 5) bracketed by comments with DELTA-TIME BYPASS (sounds like a dr who plot device...<img src="smileys/smiley5.gif" border="0" align="middle" />) in CAPS:

    dropbox.com/s/jhrzbidknfb0f7h/GiveAndTake_TimscaleExperiments_1.capx

    I guess it's pretty self explanatory: divide the current fps with the intended fps, then multiply the timescale by the result. This seem to work great on my end, but I'm wondering if anyone else has tried this, and if it's a reliable approach?

    I also tried setting it by a framerate average of the past three frames, which seemed to work okay, but was more prone to some occasional herky-jerkyness from the inherent lag.

    Also, Ashley: would you consider adding an option in project proprties for a framerate dependant mode? Looks like CC used to have this: it was called "override TimeDelta". I know most games that would need this are physics based -- and in that case, the option already exists -- but there are those of us who would prefer slowdown to skipping. Pretty please?

    Cheers, Tim

  • Capx?

  • Hey, I hate to necro-post but...this sounds like a neat game that kind of disappeared.

    Does anyone know what happened to it? The mediafire link seems to be down; does anyone still have the cap? Did this game continue in some other form? Looks like Mort came up with a lot of neat stuff, but hasn't posted in a long time...

  • If your goal is to make a system of storing and managing dialogue you might want to check these threads out:

    scirra.com/forum/dialogue-best-practices-and-where-to-store-text_topic65280.html

    scirra.com/forum/npc-dialog_topic48355_post303797.html

  • Wolvyrne:

    As you can see, people have built some impressively large and complicated games in C2 already; like Jase00 says, Arrays (and also Dictionary's) are a good bet for managing a complex game like an RPG.

    With the last few iterations of C2 it's capabilities have greatly increased. Tilemaps are a massive optimization for tile based games, the new asm physics have made that behavior viable even on mobile platforms, and the recent collision engiene optimizations offer improvement on the scale of magnitudes in certain cases.<img src="smileys/smiley23.gif" border="0" align="middle" />

    And keep in mind that most of the games that have been completed at this point haven't even been able to take advantage of ANY of these improvements.

    C2 has a bright future ahead of it.<img src="smileys/smiley20.gif" border="0" align="middle" />

    Jase00

    I don't know a lot about maple story, but your game looks good! Would probably run like butter with tilemaps. Why did you decide to shelve it?