zatyka's Forum Posts

  • We're less than 1 week away from Ludum Dare 28 (December 13th-16th). If you're not sure what Ludum Dare is, it's an accelerated game development event held every 4 months, with 2 concurrent competitions taking place over 1 weekend. Full rules can be viewed here, but here's a quick breakdown of the competitions:

    Compo

    • 48 hours long
    • You must work alone
    • You must use the competition theme
    • All game content must be created within the 48 hours with a few exceptions (see full rules)
    • Publicly available libraries and middleware (i.e. Construct 2) are allowed
    • Source Code must be included when submitting

    Jam

    • 72 hours long
    • Work along or in teams
    • All creation tools are allowed

    At the end of the weekend, entrants rate each other's games for 3 weeks. Winners are announced at the end of the rating period. On a more person note, I've found these competitions to be a great experience. Testing my game creation abilities under tight conditions with a strict deadline is a wild ride. Making it to the end, and submitting a game provides a great sense of accomplishment. Also, the LD community is one of the friendliest I've seen. I hope to see many of you participate, and a lot of great C2 entries.

    To give you a good idea of what's possible in Ludum Dare, check out entries from the last event listed below.

    <center><font size="4">Ludum Dare 27</font>

    Theme: 10 Seconds

    Top Compo Entries

    Compo entries using Construct 2 (games rated in the top 10% overall are in bold/italics):</center>

    <-Saccade-> - Rave Radbury

    10 10 Second Game Design Lessons - douglasv

    10 Second Dragon Feeder - Wertle

    10 Second Paths - laserbeam

    10 Second Planet Destroyer - Latency

    10 Second Tower Defense - DEFEND THE TESSERACT! - Sean Colombo

    10 Seconds for Fish - Ooya

    10 Seconds of Love and Anger - kcpunk666

    10 Seconds of Plagues - carlsommer

    10 seconds to open - junt74

    10Sec Switch - Arrow-x

    30 Second Olympics - vee41

    Anti - Explosive Babies

    Baldaquin - Marcellus

    Balloon Rescue - andreyin

    Choice Matters - donan

    Clockblock - Mnemusyne

    Color Shift - Sandcrawler

    Defusing Emily - ydg

    Escape Base 10 - Jayjay

    Feisty Forest - Feisty Forest

    Film Leader - aquilicoco

    Fugit - jerombd

    Gone in 10 Seconds - panurge

    Hair Cop - PixelRebirth

    Hot Potato - Tater_hater

    Hungry Dragon - skyr

    Hungry King - NorthernCrux

    Inversion - mutuware

    Just 10 secs - llamaguy

    Killer - tchem

    Kitty Force 10 - Raiyumi

    LABYRINTH10 - Nizan

    LagBird - leparlon

    Maze of Kaboom - pcfernandesjr

    Metriclick - GarrettMickley

    No Time For Dungeons - PixelMonkey

    Oxy - hbocao

    Perfect Ten - Zoey Frost

    Platformer Roulette - Phobos001

    Routine decisions (in 10 seconds) - Yozz

    Run, Panda, Run! - Erkberg

    Sands of Time - ljock

    Sequor - Laddo D

    Ten 2nd's - Nights57

    Ten Seconds - bateriadejogos

    Ten seconds to doomsday - bizn355

    Ten seconds to midnight - TimKaidem

    Ten Sextillion Zeptoseconds - Oxydam

    The Breacher - DrZanuff

    The Hero's Journey (or get the treasure and run) - Ludipe

    The Ones You Love - zatyka

    Timed Ninjas - rujo

    Timeline - Lancey

    Wizard Battle - benjim

    workhorse: it's my life - kayupla

    You have 10 seconds - Gus

    <center>

    Top Jam Entries

    Jam entries using Construct 2 (games rated in the top 10% overall are in bold/italics):</center>

    1 to 9 in 10 - blackhornet

    10 Seciond Patriot - mscholz89

    10 seconds to PLAY - evilDan

    Legend of Troll - Christina Antoinette Neofotistou

    Mebby - 7Soul

    Mechanical Covert Espionage - EncryptedCow

    OOO - heartvine

    Poppy vs. the Night - SecondDimension

    Rabbits farm - Kyatric

    RimorD - Sushin

    The Office Duty - MRLIGHT234

    Best of luck to everyone who participates!

  • The Dig is also a good one.

  • There's nothing in the capx that uses features beyond v146. You should be able to open the capx using file compression software (e.g. 7-zip) and revert it back to v146.

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  • I'm hoping for a competition/jam to kick off the new arcade (if not sooner).

  • Yep, give it to Charity.

    You're handling tile movement with the following events:

    <img src="http://i.imgur.com/L22dErC.png" border="0">

    You're moving the selected tile 1 pixel per tick horizontally/vertically in the appropriate direction while its position does not equal its Destination. This method is problematic for moving/stopping tiles for 2 reasons:

    • It's framerate dependant
    • You would need to use inefficient methods to increase the speed

    If you were to continue with this movement method, the easiest way to have the tiles move faster would be to repeat these events multiple times in a loop. For example, if you looped through the above events 3 times per tick, each tile would move 3 pixels per tick. There are other more efficient methods for movement that are also frame rate independent. Here's one method: capx

    There are even better ways to handle this type of movement, but other parts of your game would need to be reworked. Another option would be to use rexrainbow's "moveto" behavior. It makes movement like this very easy, however it's always good to know how to do it yourself. I'd also recommend looking into Ashley's tutorial on frame rate independence and dt.

  • Holding ctrl + clicking will pick a color. I would imagine this is just as fast.

  • A stupid error on my part. It should be fixed. Also, I fixed the issue with diagonal tiles being switchable:

    Capx

  • I'm sure there's something in the stickied "Frequently Asked Questions" topic on this subject. One method is to add instance variables to the player object for "DestinationX" and "DestinationY". When the layout starts, set their values to the player's X and Y position. When one of the direction keys is pushed, add/subtract the desired distance from the appropriate instance variable (e.g. when up is pressed, subtract 16 from DestinationY). Then, have the player object move towards DestinationX and DestinationY. Ignore any more keyboard input until the player object has reached its destination.

    The desired effect is a bit more complicated, but this should get you started. Knowing how to use the Distance() and Angle() expressions is key. A boolean instance variable on the player object representing whether or not the object is moving would be helpful when choosing when to accept/ignore keyboard input.

  • You forgot to switch the "GridX" and "GridY" instance variables when a tile is selected:

    <img src="http://i.imgur.com/4EY9JxJ.png" border="0">

    Capx

    Assuming this is what you're looking for, give the money to a nonprofit charity. If you're using paypal, it should be easy to donate.

  • What TELLES0808 is asking for is far more complex and useful than the 3x3 9-patch automation. I'd love to have a robust auto-tiling tool in C2, but implementing it would not be trivial. Fortunately, tiled can get you 90% of the way. The other suggestions would be handy as well.

  • How about calculating waypoints between each pathfinding node, and finding the object closest to a waypoint:

    Demo

    Click any whitespace to start pathfinding.

    The closest object along the path will grow/shrink.

    Capx

    It's not precise, but it's an extremely close approximation.

  • Psynaptik

    It depends on what you mean by "text manipulation". If you're looking for methods of storing dialog, I'd recommend a system using the XML plugin. If you're looking for methods of displaying dialog, I've found the sprite font plugin far more useful than the text plugin. A couple days ago, I posted this topics regarding text parsing, and how it can be useful for setting up dialog systems.

    Edit: Heres an example of one method of retrieving and displaying dialog via XML I made for another topic:

    Demo

    Capx

  • Since the official sprite font plugin was released, there's a function I've used in almost every project I've worked on that parses a string into individual lines based on a maximum line width, and the character widths of a sprite font object. Basically, the function takes a string, breaks it down into individual lines, and add the lines to an array. I've found the function most useful when implementing dialog systems. Knowing the exact width and height of each line of text allows for much smoother dialog effects. Here are two example:

    Dialog at top or bottom of screen

    Dialog for specific sprites

    Here's a capx with the parsing function used in the above examples:

    Capx (Updated to v2 on 12/12/13)

    Please note, manually adding newlines to text is not currently supported.

    Hopefully someone else finds this function useful as well.

  • Ragevortex

    The behaviors associated with your zone object are the cause of the problem.

  • I agree with tulamide regarding using anglelerp to move arrows to their new positions. The tricky part is moving each arrow the appropriate amount so the transition looks smooth.

    Demo

    Capx