Yarfapet's Forum Posts

  • This is just my 2-cents but:

    Run-time Object, Layer, Event Sheet Loading: I'm not sure if any of you have heard of a fighting game engine called MUGEN (Most people tend to think it's just a game). MUGEN is rather famous on youtube because was centered on custom content, from characters and levels, to even GUI modifications. Almost everything the game was, was user created. Anyway my idea is the ability to not only export entire games through construct, to export individual frames, event sheets, and objects which could be loaded at runtime through an event kinda like this.

    (At Character Select Screen)

    Check {Directory}

    For every .char file

    Add File Name to Ingame List

    (At Fight)

    Start of Frame

    Load Object from {Directory}/{player1char.char}

    Load Object from {Directory}/{player2char.char}

    And something similar could be done with frames, although those would have to be loaded at the end of the last frame.

    And on a secondary note, this would also be nice for the editor. Loading individual frames, objects, and even sheets.

    Event Sheets included with Objects: This might just be my past experiences with MMF2, but I do think this might be a decent idea. MMF2 allowed a feature that let you have event sheets in objects. The feature however was borderline broken last I checked, most of it's usefulness was eliminated by the fact you couldn't include qualifiers (families). If something similar to this were included and did allow families, it would make coding for very object based games alot easier.

    I guess this would kinda go with the previous one though.

    3D:I know I'm gonna get flack for this; but basic 3D camera movement, collision, animation, and maybe even hopefully lighting would be quite nice if possible by 2.0. And it's not like any progress hasn't already been made toward it, construct can already use 3D models (And boxes for awhile), collision and camera are (Somewhat) fake-able at this point, and I do believe I've seen 3D lighting at work somewhere on the site (Or something close, correct me if I'm wrong) and construct isn't even at 1.0 yet.

    Of course Construct has gotten this far, who knows where it'll be when Construct 2 is out.

  • I've probably been messing around with this .cap for a couple of days now, I ended up getting a couple of nice things worked in so I though, what the heck, I'll post it.

    Anyway, a couple of things changed:

    1. An Imp: There's an enemy running around the level, seeking you out actually. Don't worry, he can't hurt you.

    2. Movement: Movement has been switched over to WASD, and has mouse movement. Also replaced the physics behavior with custom movement behavior. I'm glad to say the smooth movement and wall sliding has been preserved. Physics behavior was causing crashes with #3. Also added a slight sine based y movement to the walking.

    3. Multi-tier levels: The level is now multi-leveled each 2d layer providing a different y-"layer" of 3D blocks.

    4. Jumping and Gravity: Pressing the Right Mouse Button will make you jump high enough to jump up a layer of blocks. A very basic gravity has also been implemented, it will do what you think it will do. You CAN fall off the stage into oblivion. Also, the jump currently is frame rate dependent; so if you're lagging you may not be able to jump as high.

    P.S: The cap contains some remnants of failed ideas (Mostly some unnecessary use of families)

    Do tell me what you think, and a thanks to Dave (For the original code) and R0J0hound (For the fixed version I tweaked with)

  • 62 FPS

    539 Particles

    64bit Laptop with Intel Graphics (If that means anything)

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  • My name is Yarfapet (Yarf-a-pet, Yarfa-pet...either's correct). I'm probably one of thousands of people who got attracted to Construct by its price of "absolutely positively nothing."

    I'm a guy who's a been gaming for a while, and had the luck of owning the original Klik & Play back when he was 4. Most of my childhood was spent on a computer, and mainly with emulators. I wouldn't get back into the game making phase until MMF2, which lasted for a year before I switched to Construct.

    I kinda suck a drawing (More now than ever) and can't competently write in any "real" code to save my life, but I enjoy writing comedy scripts in my spare time and I love tinkering with stuff.

    I've actually have had an account here for a while, but never saw the reason to post anything. I felt now would be as good or time as any to start.

    I look forward to see what I can give and what I can learn.