VictoryX's Forum Posts

  • I have sprites spawning off screen and coming on screen at the player.

    The event is basic and looks like this EveryTick >Sprite1> MoveForward -4 Pixels.

    Then another event that creates them off screen Every 1 Second>Spawner>Create Object>Sprite1.

    Works great every 1 second it spawns the sprite and the sprite moves through the screen.

    I get into the pause function, On Key Pressed >P>Set Time Scale 0.

    The spawning event stops spawning which is great, the player stops moving, but the Sprite1's that were already spawned keep on whizzing by. After looking through the forums I found a semi solution which is to put a bullet behavior on the sprites and get rid of the EveryTick event. If that is the best way to go about it I can change that. Just wondering if I'm missing something or if anyone happens to know why timescale would stop a bullet behavior, but not a system event, if that makes sense.

  • The clock begins on the work phase. The 10 hours is just a straight 10 hours where both of us will be working on the game simultaneously. Communicating over a google hangout or skype via screen capture and microphone. One person could be setting up event mechanics while another is doing art/animations. As far as the actual game is concerned it can be anything we want. Something original that will take more planning or a clone so we have a easy reference guide. I figured we could live stream the whole thing over youtube. If it's just me and another person we could do 5 hours on my channel, have an intermission and do another 5 on someone elses channel.

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  • I've created a few clones using Construct 2 and thought it would be fun to team up with one or two people to do a 10 hour game jam. Where we literally just spend 10 hours straight creating a game. We could stream it over youtube of us creating the game. As far as game concept or art direction it's all open. Obviously it has to be something simple as it's only 10 hours. So maybe a top down shooter, side scrolling platformer, maybe a digging game. As far as coding within construct I would say my knowledge is intermediate. With photoshop I would say I have an advanced understanding. And with Flash I would say I have a basic understanding. The end game of this is to have fun, learn, and possibly create something cool. As far as releasing it, it will be a free to play web browser game most likely hosted here on Scirra Arcade. If your interested in tagging along on this adventure leave a comment below stating the interest.

  • I think the video stresses some of the more important aspects of gaming that aren't always considered. Such as tight controls, themeing, and conveyance. Also it makes me want to create a game that would make someone that passionate about it. You are correct it is mostly just him going on about how Mega Man X is great. Within that though he talks about why it is so great for him. As game creators that is the demographic right there, gamers. Gamers talking about their favorite games and why they are their favorite games.

  • I wasn't sure if I should post this here or in the How Do I... section. I recently made two tutorials for Construct 2 introducing beginners to the program by walking them through two simple games and how to create them from scratch.

    The first simple game is How to create Pong, probably one of the easiest games I could think to teach.

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    The second simple game is How to create Asteroids, another easy game.

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    These tutorials assume you know nothing to very little about Construct 2. Any critiques or suggestions to make my tutorials better or easier to understand would be awesome.

  • Tekniko the top grass will always be the same but the underground is randomly generated everytime.

  • I have not played spellbound, but I have played Terraria and the map size is not infinite it is just quite large. But there is an end to it. As far as setting up an infinite procedural terrain in construct I would not know how to go about accomplishing that. I mean I know you'd have to be destroying anything that goes off screen and creating things on the fly when they came on screen. But that lends itself to the issue of a constantly refreshing world where no changes you make stick. To my knowledge there is no game that has an infinite world that never ends and saves changes made to that world. I don't even think it would be possible. To make an infinite world you would need an infinite amount of ram and storage place to hold all that data.

  • Is the terrain infinite?

    No this Terrain is not infinite it is a pre-determined size set by the size of the array. Making an infinite terrain would be difficult I think in that you'd have to be creating objects on the fly as they appear on screen and destroying them as they went off screen.

  • How I created the Terrain. I followed a really great tutorial, Procedural Generation for Beginners Tutorial by abhilash2863. Full credit goes to him for an awesome PDF he put together on procedural generation.

    Create an Array.

    Assign each X & Y element a random integer from 1-20.

    Assign each X element in the Y element 0 to integer 21.

    If an elements number is less than 13 create object Terrain and set animation to dirt.

    If an elements number is 14-18 create object Terrain and set animation to rock.

    If an elements number is 19-20 create object Terrain and set animation to gold.

    If an elements number is 21 create object Terrain and set animation to grass.

    All of this runs on Start of Layout so every time the level is loaded this runs and assigns new random numbers excluding the top of the Terrain which is always set to 21 which will be grass. The underground however is always randomly generated so it will never be the same.

    So with a single sprite object, Terrain, I was able to assign it multiple animations. Animation Rock, Grass, Dirt, Gold, and each animation is a single frame of Grass, Rock, Dirt, or Gold. I was then able to assign instance variables to the Terrain object. GoldHealth, DirtHealth,GrassHealth, and RockHealth. When you hit something the events check to see which animation is currently playing if it is currently playing rock animation and you hit it then subtract 1 from rock health. If Rockhealth is equal to 0 then destroy Terrain object. So on for the rest excluding gold in that is GoldHealth = 0 then destroy Terrain object and add 1 to a Global Variable called Gold. Which is a counter that keeps track of how much gold you currently have.

    So that's pretty much the main bulk of the Terrain code.

  • No still using a single sprite object for all of the terrain. Been working on some other stuff such as the inventory so I haven't had a chance to learn tile maps just yet.

  • Small update you now start off without the hammer equipped and you will have to select the Hammer from the inventory to use it. Also there is a hammer icon around the cursor to easily identify what item you have equipped at the time.

    lolpaca I'll have to look into that, I read over it quickly and it seems a bit over my head. I think I will be able to figure it out sooner or later though lol. Thanks for the help.

  • Another small update. The inventory lag issue should be fixed now. The ground sprites now have a bit of rough edging so it's not just perfect squares. Got rid of the graphical bugs as well, IE weird black line across the top and odd gridlines. Right now I'm trying to figure out a lighting system. Where if you start digging down light will spill from outside to the underground and light it up a bit. I thought maybe a particle system would work for this but particle systems don't have collision so that is a no go for right now. If anyone knows of some advanced lighting techniques let me know.

  • I couldn't get the game to load on Firefox, IE or Chrome. Just a black screen for me.

  • Another quick update, the dirt layer is now destructible so you can dig through dirt grass rock and gold now. All with varying health. The inventory is back it sort of works in that it can be opened and closed with TAB and it will show if you have gold and how much gold you have. There is a new graphically bug where a black line runs across the top of the screen. The grid line issue has been fixed somewhat, how it was fixed I have no clue. There is also some FPS lag when opening and closing the inventory whenever you obtain gold.