TwinBlazar's Forum Posts

  • Ahh... so if that's really the true intention of the developer, for the feature to be coded that way, then it won't be a bug.

  • It is impossible to create a very big game in a short amount of time, and players play games very fast, which could make your game obsolete in hours if not days. Therefore, some game designers turn to grinding.

    The point of grinding, is simple: to make player play the game longer and make the player keep on doing repetitive things over and over. Because let's face it, we can't produce a new Call of Duty every week.

    Many games these days, some players have been caught in the psychological trap, where their ultimate goal is simply to reach the highest point in game possible. But up to this point, if you have played a few MMO or other games that require you to grind, have you ever feel "what have you been doing?" And then, you start thinking, "so if I reach Lv. 99, or got all collectibles, then what's next?".

    What can we do to prevent this? How can we make grinding fun?

    I am looking for some game design that makes the player wants more and enjoys the grinding. (or if possible, something beside grinding that is different to players almost every time, and not repetitive)

    Am I looking for something that is impossible from the beginning? Because from what I've seen around from casual games to hardcore games, grinding becomes a chore that zombifies the players. Or am I missing something?

  • Link to .capx file (required!):

    mediafire.com

    Steps to reproduce:

    The capx only has one sprite, called S1, which has 8 frames and has 8direction behavior, setting only to be able to move left and right.

    In the event sheet, I simply have:

    • Every tick: S1: set animation speed of this sprite to S1.8diection.Speed/30.

    S1 has two animations: Default and pingpong. Both are identical, except having Ping Pong feature on or off.

    Observed result:

    Setting animation speed seems to cause ping pong feature to reset its state to "non-reversal". This will cause the animation sprite to stuck in the last few frames, instead of going back and forth. (run the .capx, try move left and right until you see frame 6-7 and you will see what I mean)

    Expected result:

    Setting animation speed should not interrupt ping pong feature.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Win7 64 bits

    Construct 2 version:

    r152 64 bits

  • Lerp function! OK, rojohound's solution is what I am looking for. I can extend from it. Thanks LittleStain !

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  • LittleStain Read this part from the link carefully:

    low Hardware

    Slow hardware can sometimes cause certain delays at some points, where the game gets ?heavy?. This can definitely occur with a 3D game, where at a certain time too many polygons get shown. This drop in frame rate will affect the input response time, and therefore also the player?s reaction time. The updating of the game will also feel the delay and the game state will be updated in big time-chunks. As a result the reaction time of the player, and also that of the AI, will slow down and can make a simple maneuver fail, or even impossible. For example, an obstacle that could be avoided with a normal FPS, can become impossible to avoid with a slow FPS. A more serious problem with slow hardware is that when using physics, your simulation can even explode

    !

    Fast Hardware

    You are probably wondering how the above game loop can go wrong on fast hardware. Unfortunately, it can, and to show you, let me first explain something about math on a computer. The memory space of a float or double value is limited, so some values cannot be represented. For example, 0.1 cannot be represented binary, and therefore is rounded when stored in a double. Let me show you using python:

    >>> 0.1

    0.10000000000000001

    This itself is not dramatic, but the consequences are. Let?s say you have a race-car that has a speed of 0.001 units per millisecond. After 10 seconds your race-car will have traveled a distance of 10.0. If you split this calculation up like a game would do, you have the following function using frames per second as input:

    >>> def get_distance( fps ):

    ...     skip_ticks = 1000 / fps

    ...     total_ticks = 0

    ...     distance = 0.0

    ...     speed_per_tick = 0.001

    ...     while total_ticks < 10000:

    ...             distance += speed_per_tick * skip_ticks

    ...             total_ticks += skip_ticks

    ...     return distance

    Now we can calculate the distance at 40 frames per second:

    >>> get_distance( 40 )

    10.000000000000075

    Wait a minute? this is not 10.0??? What happened? Well, because we split up the calculation in 400 additions, a rounding error got big. I wonder what will happen at 100 frames per second?

    >>> get_distance( 100 )

    9.9999999999998312

    What??? The error is even bigger!! Well, because we have more additions at 100 fps, the rounding error has more chance to get big. So the game will differ when running at 40 or 100 frames per second:

    >>> get_distance( 40 ) - get_distance( 100 )

    2.4336088699783431e-13

    You might think that this difference is too small to be seen in the game itself. But the real problem will start when you use this incorrect value to do some more calculations. This way a small error can become big, and <img src="smileys/smiley35.gif" border="0"> up your game at high frame rates. Chances of that happening? Big enough to consider it! I have seen a game that used this kind of game loop, and which indeed gave trouble at high frame rates. After the programmer found out that the problem was hiding in the core of the game, only a lot of code rewriting could fix it.

    Anyone else?

  • LittleStain check out koonsolo.com/news/dewitters-gameloop and you will know what I meant.

    C2 decided to go with the "Game Speed dependent on Variable FPS". So to tackle this problem, we need some ways that make the values identical in every run.

  • LittleStain It would be a problem.

    Imagine you are running around with 60 fps for now, then suddenly, the game drops to 20 fps for whatever reason. So here, your inputs are logged from 60 times a second and 20 times a second respectively.

    If you feed your doppleganger's input that is 60 times a second in a 20 fps situation. The position of the doppleganger will be off.

    See the problem?

  • Recall one of the final stages in Rayman, where there is this doppleganger following you and mimicking your every move?

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    I used to make something like that in other game engine that has fixed framerate, so I simply record all of player's moves, and then "inject" all these movements to the doppleganger x seconds later.

    But in C2, with event running every tick and variable framerate, the method above is not possible. So in variable framerate game, ...how?

  • Google "Extra Credits". Those folks know stuff. They got 7 seasons right now.

  • In Node webkit, how are resources kept? I got my name and several more information on my resources (for example, image files and audio files), are these metadata information kept or discard?

    Also, does the node webkit contains my license? (to show that I am the owner, for instance)

  • Eisenhans thanks for your reply. Decision is made on a case by case basis in court? That would be like everyone got a gun pointing at everyone, and we may not even know who are pointing guns at us.

  • Dear community,

    We have a lot of music that sound very similar to each other, and I think this could be ugly when it comes to legal issue. But I don't have knowledge in law in this regard, so I want someone to assist me in this.

    I would like to discuss about legal issue in similarity in music. When would it be ok and not ok to have similar music? Listen to the following songs:

    -----

    In these 4 music, there are some similarities one way or another.

    1.

    and

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    Notice the similar introduction?

    2.

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    and

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    The airship theme sounds quite similar to Mars: The Bringer Of War, and even more similar in Super Mario Galaxy.

    3.

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    and

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    These also sound fairly very similar.

    4.

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    and

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    While the melodies are all different, the structure of these two music here are similar.

    5.

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    from Sonic 3 And Knuckles is pretty much a 16-bit version of

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    These two... sound so identical.

    Here are sites that provide even more examples:

    tvtropes.org/pmwiki/pmwiki.php/SuspiciouslySimilarSong/VideoGames provides hundreds of similarities in video game music to other media.

    soundsjustlike.com/2710/taylor-swift-sounds-like-coldplay

    Also relevant: Will We Ever Run Out of New Music? youtube.com/watch

    -----

    Now, given all the links above, when do we consider a piece of music to be an inspiration of another music and not a ripoff? For me, if the composer has shown that it's not a blatant ripoff, and he/she did really rearrange the components, that is good enough for me, even it sounds similar to another music. But when it comes to law, how do we do this? When will it be possible for one to accuse another if something in the music is too similar? Or perhaps a better question might be when will someone raise hell on you?

    Or am I approaching this problem incorrectly? I got several music in my game, and I see that some parts of a few of them sound similar to some other songs I've heard, so this makes me feel worried. It's not a blatant ripoff, but they got some similar elements one way or another (like those links given above).

    Any advise is appreciated.

  • Free to use? This includes commercial projects? What license do you use for your font?

  • Print xml files instead? That would be like printing out assembly code of compiled programs when you actually have source code right in front of you.

  • I want the player to be able to choose these two settings in the game.

    Is it possible to set Pixel Rounding of Project Setting and Sampling of Configuration Setting while the app is running? I am running on Node Webkit.