Tommyttk's Forum Posts

  • Already been active on the forums last few weeks, never introduced myself.

    Working on two games atm in order to get used to Construct 2. GL River (working title) and 'Certain Nautical Peril' for the Gamejolt Contest 9. Check out my new site at tommyttk.com

  • This is what my game 'Certain Nautical Peril' currently looks like. For the gamejolt contest. Only got 7 days or so to complete it all. I'm happy with the water for now, just need to tidy up the rest of the visuals and maybe start working on the actual gameplay.

    <img src="http://images2.cdn.gamejolt.com/data/games/12902/screenshots/12902_20458.jpg" border="0" />

    Update: Extra chaotic WebGL.

    <img src="http://images2.cdn.gamejolt.com/data/games/12902/screenshots/12902_20509.jpg" border="0" />

  • I'm working on producing realistic webgl water atm. The lens shader will do what you're saying to the distortion, it will just depend on how you draw the sprite it's applied to and how you manipulate magnification, scale etc throughout its lifespan.

  • So, have any of you guys decided what to make for this contest? Would be interesting to see what C2 users are making.

    I'm basically just making a game to try to show off some WebGL water. It will be called 'Certain Nautical Peril.' Will make a page for it on gamejolt when I have enough of the visuals ready.

  • I'm using a GTX660. I think this card has the optimum balance between price and performance for PC gaming. The AMD alternative would be a 7870 or 7950 which sit either side in price.

    http://www.anandtech.com/bench/Product/660?vs=550

  • It depends on how you are requesting each animation in your events. I'm guessing you must have something like:

    Left key down - play THIS animation

    Right key down - play THIS animation

    Up key down - play JUNP animation.

    I would probably separate any animation from keyboard inputs and have the animation determined by actual conditions for the sprite in the game.

  • I generally prefer the smoother higher fps modern style to platform games, but I like the look of this. I'm also trying to learn more Portuguese. I think trying to play dialogue heavy games in the language is quite handy when there aren't many native speakers around. Good luck with steam greenlight!

  • Can't the Custom Movement 'Set Angle of Motion' enable you to create your own system to achieve what you're aiming for? You can also control movement without any of the behaviours and do it entirely manually.

  • oh I know I can export to exe of course, and construct is superior in the ways you mention. But there are a lot of extensions for MMF to handle other data files on a local system that construct 2 (but not Construct Classic) currently lacks.

  • I also used to use MMF2 which is really out of date now.

    A heck of alot of that stuff that is really clunky to handle in MMF2 is a lot quicker to do in Construct.

    However I would say MMF would still be better if you focus on desktop .exe applications but then there is Construct Classic for that.

    I find expressions easier to work with in Construct as well.

  • I was able to fix the Chrome problem and the capx is available now.

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  • When i was working on a zombie game I ended up ditching precision pathfinding and instead gave them a decent Line of Sight system and ability to detect closest targets and a few other useful things.

    They recorded the most recent location they spotted a target and would go to that location. If they lost sight of the target they still knew the last place they saw them and would go there, that often meant they regained sight and could change direction. if they were quick enough it meant they would end up following targets round corners even if they lost line of sight for several seconds. They had a timer. When they spotted something it sent an 'alertness' value right up and for every second they lost sight it reduced. When it dropped below a threshold they gave up and returned to wondering about.

  • OK.. i think i've done it.. in like pretty much just a couple of events as well.. surprised myself there. I should be sleeping but need to upload this.

    Update:

    Isometric Z-order

    Example on Scirra Arcade now. There is a major problem running it in Chrome atm, it doesnt like the way I Z-ordered some things. It works perfectly in Firefox and IE10. I'll fix it to work in Chrome then upload capx.

  • That example is almost there really. Seems like a bit of a hacky way to do it though.

    I did used to know how to do this kind of system in a more elegant mathsy way but i'm a bit sketchy on it now.

    I will probably try making a game with it at some point. I'll definitely see if I can put together a neater solution, although i'm sure someone using Construct 2 must have done it before, its not like its a brand new concept noones tried before.

  • I played with the pathfinding of multiple instances when i used MMF. Its very tricky to avoid lag.

    You need to devise a system that deliberately slows down the pathfinding calculations.

    Lets say you have 30 zombies. You do not want your cpu trying to calculate 30 paths in fast loops constantly. You need to figure out how much processing power you think you can get away with pathfinding taking up and design it so that it ONLY uses that amount of processing regardless of the number of zombies. Adding more and more zombies would essentially make them more stupid and slower to make their mind up, but you know the fps would be constant.