Tokinsom's Forum Posts

  • It's due to the elephant/mammoth's platform and physics behaviors conflicting. Remove the physics behavior and it stops shaking. I don't think you can effectively use both on a single object.

  • but eventually konami is going to realize you're taking credit for all their unreleased SNES titles

    to tokinsom, and colonel justice, are these planned as commercial releases?

    lol I guess I asked for that one.

    Actually yeah this was supposed to be my first commercial project. I didn't plan it out very well though so it's kind of a mess right now (the video is from last october) I'm considering using the graphics for a different game; this sounded great on paper but it's not really what I had envisioned. I learned a lot from working on it though.

  • [TUBE]-UJlk0_nXVY[/TUBE]

  • The game is supposed to be difficult but rewarding. I really wanted to err on the side of difficult as opposed to easy. Completing the game is supposed to make you feel like you really accomplished something.

    I understand and appreciate that, and really enjoy challenging games, but this...THIS. La-Mulana and Eternal Daughter weren't even this hard XD

    A lot of it has to do with the controls. I tried JoyToKey but I can't get it to work with my controller's D-pad, which would really help. Got to 1058 feet though, and the 3rd level. Just now learned to harvest spikes and start using the inventory. The "c" graphic above the inventory was kind of vague..

  • Just the 3rd or 4th hatchery. It's too damn difficult :< Between the giant worm and the beetles and the hounds and the difficult controls/mechanics I just can't do it. Still trying though..

    I came close to finishing the 4th hatchery but I forgot to press up at the door, flew right through it, and landed on a beetle. Did the same thing later but landed on the worm. Perhaps simply touching the door could bring you to the next level?

    I really want to say you should lighten up the difficulty a bit (atleast for the Hatchery, that's a hell of a difficulty curve) but it's your game so :) I just fear whatever comes after the hatchery will be entirely impassable, especially to more modern/casual gamers.

  • Just figured out you can change the screen size with F1 through I think F9.

    Also yeah the depixelize effect would be pretty cool here but I'm pretty sure you need to scale up your graphics before importing them for that to work.

    Davioware So, after 3 hours of climbing towers, flying fuzzy balloons, blowing sh*t up, teleporting, running for my life, swimming for my life, being eaten alive, pounced on, bitten, impaled, burned alive, falling to my death, and having my soul eaten, I'm pretty sure this is the best $5 I've spent in a long while XD; There's a lot more to this game than I thought, and I'm pretty sure I've hardly scratched the surface.

  • Got to 654 feet :)

    The Good..

    -Lots and lots of interesting effects

    -Great music & sounds

    -Lovely low-res graphics, although hard to read at times

    -Challenging

    -One of the extremely few commercial CC games I've seen. Congrats!

    The Bad.. (well, maybe just things that bothered me a little)

    -Weird controls and no way to customize them. Have you looked into using the input plugin at all?

    -Very Confusing. I dunno what half of what I saw was or what I was supposed to do with it, and sometimes enemies would just burst out of thin air and kick my ass. After being so careful and planning all my moves for ~4 levels, that really pissed me off ^^;

    -Entering the keycode and such was kind of weird. Could you not just use edit boxes?

    -Inconsistent sounds. Some were very high quality and nice and others were obviously made with SFXR.

    -Pressing space during the "Davioware" intro and the game over screen restarts the music

    Anyway, I've only played it for about an hour, so I'm sure I'll figure everything out in time!

    Kudos for making it this far ;)

  • Does this only happen in the latest build? Do you use a single event sheet for all the level layouts? Are you sure all the necessary objects are in each layout? Can you post a .capx? Honestly it just sounds like you messed up your events or something somewhere ;)

  • lucid Well when you put it that way then yeah, it does look a bit simpler :) Still, the thought of having 20, 30,even 40 different objects that are all enemies or bullets worries me. Knowing that all of that can be compressed into a single object is comforting. Plus it keeps the object list very small. After working with MMF and CC for so long, seeing that object list pile up and having to sift through it drives me insane. Fortunately C2 has a search box there.

    I think it's safe to say OUTSIDE of the event sheets using a single object is simpler. With families, if I want to change the values of each bullet or something I'd have to go to the layout editor, find that object, open it's properties, open its instance variables, then change what I want. With a single object I have every single property of every bullet type right there in the event sheet / list.

    I guess I just got used to this when working on Bumper's Quest before there were families, and am having a hard time figuring out why I should go back to them.

    lucid again Yeah that too :P Using a level editor and any "custom" tools I guess can change how you look at and do certain things.

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  • I agree with telles0808. even though it's possible to do as you said with single objects, but what about objects with animations? that would definitely be very annoying without families. or if you wanted totally different logic for each enemy, or ui element.

    Sub-Events!

    +Enemy.value=Goomba

    (subevent) Do anything a goomba would

    +Enemy.value=Koopa

    (subevent) Do anything a koopa would

    This single enemy object could contain every behavior that could be activated/deactivated depending on what the enemy variable is. Animations could be set like

    -GOOMBA_Walk

    -GOOMBA_Squished

    -KOOPA_Walk

    -KOOPA_Squished

    Then when the enemy dies? More sub-events

    +Enemy dies

    (subevent) If it's a koopa do this

    (subevent) If it's a goomba do that

    I guess it's just personal preference :\ I like that each time one of my enemy spawners creates an enemy, ALL of its properties are set right there in events. Then I could have yet another sub-event for enemy variations instead of creating a brand new enemy object and putting it in the family just for some minor differences. The same applies to bullets and everything; If the bullet variable is Plasma - give it this strength and that behavior. If the bullet variable is fire - give it this effect with this other behavior.

    I find that easier and more convenient than making totally different objects and putting them in the same family, but to each his own I guess o.o

    Edit: TiledBackground Objects seem to be an exception, as each one can only use a single image. So if you want them to share a common behavior you'll want to use families.

    But then again you could possibly load the image externally based on a variable, and not have to use families at all ;)

  • I think you're missing the point. You don't have to make multiple objects to have multiple enemies or whatever; you just need one (and sub-events).

    Think of Mario. There are lots of different enemies but you only need a single object for all of them. This single object can contain every enemy animation and every behavior; all you have to do is give it a variable to tell it which ones to use. Then whatever events you apply to that single enemy object applies to every enemy. It's what I did in Bumper's Quest and it's much, much cleaner and easier than using families.

    Same goes for text objects. What if you want a score counter, a life counter, a time counter, and more? You don't need to create multiple text objects to do that; you just need to give one a variable to tell it what it's representing. Blam you just saved yourself a folder for your text objects and numerous properties to set.

  • I'm trying to figure out what the real advantage of using families over single objects is. Say you have a series of collectables in your game..you could just use a single object with each frame or animation representing a different object, then have an instance variable and sub-events to tell the difference. The same goes for enemies, bosses, bullets, particles, anything.

    -It's much easier to manage & quicker than using families

    -Your object folders will have far less objects

    -Apparently implementing & maintaining families in C2 is a lot of work

    Now there's talk of family values and behaviors and such, which will take even more work, and I'm really just wondering why bother? Are families really necessary? Am I missing something here?

  • GM and MMF games have been put on steam, so there should be no problem with CC games.

    Would you mind sharing which games?

    I hear this a lot but often find out later that said games were remade in C++ or something before being accepted (See DustForce) or were never actually made in GM or whatever to begin with.

    -I think VVVVVV is a GM game that got on Steam

    -Noitu Love 2 was rejected by Steam and it's by far the best MMF game I've seen.

    -Crystal Towers 2 was rejected by Steam but accepted by Desura.

    Basically it's a serious hit or miss. I think a game being made in CC/C2/MMF/GM drops the chances of it getting accepted by 99%

  • I mean I'm sure it's possible but I've only seen 1 or 2 commercial games made in CC, and they weren't anything big. Plus it seems a lot of people have a difficult time running CC games. What happens when hundreds of people buy your game and can't even run it? It would be a disaster. Then they'll want Mac and Linux and other versions which CC can't make. C2 solves these issues but marketing C2 games sounds very complicated and difficult.

    On top of that I'm fairly positive CC/C2 games will never be allowed on Steam, Desura, etc. If you want to make a living off your games, you're probably going to rely on them.

    edit: I guess you could take the ad revenue route with C2 games but imo that's tacky and will get you nothing but pennies unless you have thousands and thousands of visitors.

    I'm not trying to be a downer or anything but I just don't think there's a whole lot you can do when it comes to marketing games made with such programs. I would love to be proven wrong though.

  • Nope.