wgrace's Forum Posts

  • Only problem is without the Metroid aspect then all you have is a cliche space-trooper game. Eh.

    That's just not true, if its a good game it'll be loved on its own merit, not the fact that its based on metroid, I don't think ppl would consider it cliche.

    Look at cave story - its got such a unique feel and atmosphere, and the ILLUSION of unique gameplay; but [deep down] - it really is just metroid with a different skin, and dialogue added. Yet cave story became one of the most loved indie games ever made.

    Well.. My comment wasn't so much a 'complaint' as a "what if" really. The game is definitely good, I just wish it wasn't restricted by metroid's shadow is all.

    but hey, in the end, a good game is a good game lol.

  • Hey, very well made man. Looks like a good project. To be honest though - I kinda wish this wasn't metroid based, I feel like its potential is wasted because it isn't original; because there are just so many metroid game remakes. Still though - well done =]

  • I actually talked to them like a week ago, they said they don't have any official plans to offer services for HTML5 developers, but that they probably will in the future.

    Also... They don't just help flash developers, they will help any game developer using any format to find a sponsor/buyer for their game, just e-mail them and ask them about the specifics. Even if its not a browser-based game, they will just send it to any parties that they think might be interested.

  • There's really no need for dummy objects. You can get away with just using variables.

    +>system compare global value global.value("view") = "ahead"

    ->player compare .angle = 0

    -->system set scroll x to lerp(scroll.x, player.x+offset, 1-0.5^timedelta)

    ->player compare .angle = 180

    -->system set scroll x to lerp(scroll.x, player.x-offset, 1-0.5^timedelta)

    +>system compare global value global.value("view") = "center"

    ->system set scroll x to lerp(scroll.x, player.x, 1-0.5^timedelta)

    For sideview, topdown would add angles, y axis etc.

    Thats good code, it feels a little too mechanical for my tastes though - even after tweaking the values, maybe a little too complicated to get the little "nuances" I get from having a dummy object too. Like how the scroll speed increases a bit when you change directions, to make up for not starting at a centered view, also the little extra push the camera gets when your character runs into a wall.

    Its kinda hard to keep it consistent too - if my characters run speed ever increases (dashing) - he starts "catching up" to the camera. It's wayyyy easier to implement subtle changes with the camera object I think. It feels more "alive" too in my opinion..

    Though your method definitely displays a lot more technical skill than mine lol.

    This is the version that Lucid worked up for me for those who don't have or don't want to use magicam. Or just like math lol. [Thank you to lucid]

    Look ahead example by lucid

  • 403 ERROR on those example links.

  • One easy way to make the camera pan ahead towards where the player is facing (just like cave story)-- without even using any math is to set the magicam to follow an invisible sprite which is always set to the proper X co-ordinates in relationship to the player sprite.

    If I understand you correctly - That wouldn't be smooth enough, it would "snap" to that location

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  • Good idea. The simplest solutions are often the best.

  • I made a new camera behavior for platformers - in which the camera pans to the direction that your character is facing/moving, to emulate a "looking ahead" kind of effect. The camera pans back to center on the character while he/she/it is not moving.

    This is similar to the camera behavior in cave story, not exactly the same, but pretty similar. The values are easily tweaked for scrolling speed and re-centering and distance to look ahead, just rummage through the two groups "Look ahead" and "Center View" - it should become obvious to you.

    I'm sure there are probably a lot better ways to do this, but I just started using construct a week ago so cut me some slack XD

    Look ahead camera effect

    Version that Lucid worked up for me, for those who are interested in getting a similar effect without using any plugins; or if you just like math lol.

    Look ahead example by Lucid

    I also have one that lucid made for me without using MagiCam plugin that may be a little bit better but a lot harder to understand than this one; but since I didn't make it myself I don't want to post it up here without his permission, even though I'm pretty sure he wouldn't care. I'll ask him next time I see him.

  • Thanks guys! I'll try both of those suggestions out. I love how helpful this community is, appreciate it.

    -Edit-

    Trying "every 100 miliseconds, if look up is held down, then scroll to lerp(Mainchar.Y,Mainchar.Y-75,0.05) - doesn't work.

    The MagiCam plugin is AMAZING. Thanks so much for sharing that. I saw the plug-in before, but I always assumed it was something to do with webcams lol.

  • How to do it? Currently I'm trying to create a set of events that makes the camera pan mildly to the direction my character is facing, up if look up is held, pan a little to the right if move right is held, etc; and while I got that to work, its "snapping" immediately to the scroll location instead of smoothly moving there, making the controls feel super choppy.

    I find the "centered view" on the main character very dull and lifeless and want to spice it up just a tiny bit with this method, any help is greatly appreciated.

    CAP file: Help me scroll better please

  • C2 should handle large games just fine in future - your projects save to folders for collaboration, and you can organise everything in the project to subfolders and event sheets to keep track of things.

    I'd warn you that it'd be best to wait until C2 is a bit more developed and its stability better proven before you go off making huge games. For example, large games definitely need a layout-by-layout loading system, and right now C2 loads the entire game before running. We're going to fix that though, so in a few months it should be a reliable, fast engine for big games :)

    Does construct classic do that too? Load the entire game before running I mean. Or is it layout-by-layout?

  • Wow man great job on this, even if it is just one level, its very nicely polished. If you made this for teaching purposes for your friend, is there any chance you'll release the .cap to help other people learn? I just started using this program 3 or 4 days ago and I'm getting the hang of it, but there is still so much to learn.

  • Trying to make a game like "fez"?

  • Thank you! =]

    lol sorry my coding is so messy.

  • This event refuses to work on the first press of a control (I have to press it twice for it to start working, its weird)

    Okay... So I have a private variable (guntype) on my characters "arm" - when I press X - it toggles the guntype to fire different bullets

    default guntype value is 0

    if X is pressed and the value is 0 - set value to 1

    if X is pressed and the value is 1 - set value to 2

    if X is pressed and the value is 2 - set value back to 0

    That is the gist of it, but as I said above, it doesn't actually start changing the value until I press it the second time. AFTER I've pressed it the second time, it works like a charm, its just weird that I have to press X once with no effect, and only then am able to toggle the weapon properly.

    Forgive me if I've made a really dumb mistake or explained my problem poorly, I just started seriously using the program a couple days ago.

    Weapons Test <-- thats the cap, the 3 events that control toggling the private variable value are bookmarked at the bottom of the event sheet.