zatyka's Forum Posts

  • With less than a week left, it's time to prepah-ray for Ludum Dar-ray:

    Note: I didn't make this. It was made by Joe Williamson.

  • Update:

    Compo and Jam have ended. Go rate some games.

    C2 Compo Games:

    C2 Jam Games:

    (If my crawler missed your game, just let me know and I'll add it.)

    (click here to download wallpapers)

    "What is Ludum Dare" you ask?

    Ludum Dare is an accelerated game development event held every 4 months. Thousands of developers create games for two concurrent competitions taking place over 1 weekend. Full competition rules can be viewed on Ludum Dare's webstite, but here's a summary:

      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 (e.g. Construct 2) are allowed
    • Source Code must be included when submitting
      Jam
    • 72 hours long
    • Work alone or in teams
    • All creation tools are allowed

    At the end of the weekend, entrants rate eachother's games for 3 weeks. Winners are announced at the end of the rating period.

    Why should you participate?

    Testing your game creation abilities under tight conditions, with a strict deadline, is like a game development adrenaline shot. It's a serious learning experience that will test your existing skills, and force you to rapidly develop new ones. Making it to the end, and submitting a game provides a great sense of accomplishment. Also, C2 is, in my opinion, perfectly suited for Ludum Dare.

    Let's get the excuses out of the way

      "But I can't afford to participate." It's free. "But I don't know how to make a game." Are you aware of the website you're on? Download C2, go through some tutorials, and play around with the software. You'll quickly realize that creating a game much more possible than you think. "But 2 or 3 day is too short a time to create a good game." Multi-hour, in-depth gaming masterpiece aren't possible, but you can absolutely create an awesome game. I dare you to play some of the winning Ludum Dare games (see below), and tell me they aren't awesome. "But I already have plans that weekend." Challenge yourself to create the best game possible in whatever time you have available. My LD29 entry was created in 2 hours. It's not particularly ***** but I'm quite proud of what I created in 2 hours. "But there aren't any prizes." Monetary prizes... no. The prize is the experience and the game you produce. It's not uncommon for participants to further develop their entries into commercial products. Speaking from personal experience, professional opportunities have come my way both directly and indirectly from participating in Ludum Dare.

    Here are a few links you may find useful/interesting:

    • Ludum Dare Survival Guide - Great tips, especially if this is your first Ludum Dare.
    • Tools - A nice collection of popular tools used by many Ludum Dare participants.
    • Ludum Deals - Software discounts and offers specifically for Ludum Dare 32.

    Not hyped yet?

    Go play some games from the previous Ludum Dare (LD31):

    Alright, that's it from me. I hope I've convinced a few of you to participate. Best of luck to everyone.

  • Is this what you're referring to?

    If so, I'd wager that it's not an actual game.

  • Tatsuya7

    It's impossible to troubleshoot with only the info you provided. Theoretically, you could post your capx and I, or someone else, may be able to fix the issue. However, that will only get you as far as your next issue.

    Implementing features with any level of complexity in your game requires you to become comfortable with both the engine's plugins, and the various methods of debugging. For example, walk through the recording/rewinding process step-by-step. Is that data being recorded to the array as expected? Is it recalled as expected? Find the specific events that are not behaving correctly, and investigate why.

  • Tatsuya7

    You'd need to treat every rewindable object in your world the same way as the player in my example. I'd probably associate an array with each object (perhaps via containers) to record it's data. It comes down to two things:

    • When the game is "playing", saving the relevant data about each object (e.g. width, height, angle, frame, acceleration, angle of motion, etc)
    • When the game is "rewinding", set each object's parameters based on its saved data

    Implementing a system like this must be carefully thought out and tested, especially if there's a lot of interaction between rewindable objects.

  • Create 2 instance variables on the object called something like PreviousX and PreviousY

    On start of layout

    --- Set Object.PreviousX to Object.X

    --- Set Object.PreviousY to Object.Y

    Every tick

    --- Angle of Motion = angle(Object.PreviousX, Object.PreviousY, Object.X, Object.Y)

    --- Set Object.PreviousX to Object.X

    --- Set Object.PreviousY to Object.Y

  • If anyone wants to create a game with any level of sophistication in C2, they're going to need to learn how to use the event system to manipulate game behavior (e.g. setting animations based on conditions). Assuming that's true, it seems unnecessary to develop features in the engine that a beginner can easily learn and create with a few events. Plus, there are multiple tutorials that go over directional animations.

  • Sort of. Fewer frames per second means fewer characters are shown per second. DT is simply the time it took to complete the previous tick. To keep the effect at a constant speed (or as close to constant as possible), you'll need to modify the effect to take dt into account.

    Take a look at this: [attachment=0:2im1s38x][/attachment:2im1s38x]

  • TiAm

    Thanks

    Unnatural20

    The algorithm uses the fill object's bounding box, which are always rectangular regardless of the objects rotation. To answer your question directly, yes, the algorithm would double the covered area:

    If you need precise coverage calculations for rectangles (or other polygon) that allows for rotation, you'd need to break the entire area into triangles based on each rectangle's vertices, and test if each triangle overlaps the fill object. It's exponentially more difficult, though not impossible.

    If you only need semi-accurate calculations, you could do as others have suggested and create a small sprite, or high-density tilemap, and loop through the entire area checking for overlaps. You'd probably end up balancing accuracy vs. efficiency.

  • in event 11, you set TestRectangleRight to (Xcoordinates.At(loopindex("X")))+(Xcoordinates.At(loopindex("X")+1)-Xcoordinates.At(loopindex("X")))

    Doesn't this always evaluate to the same as Xcoordinates.At(loopindex("X")+1)?

    You are correct. The overly complex expression was left over from a slightly different calculation method. I've updated the Capx. Thanks for pointing it out.

  • FYI - After I posted this tutorial, I received 12 identical notifications that I had posted the tutorial. I'm assuming that's not supposed to happen.

  • Unnatural20

    david7457

    Since I needed to take a break from my current project, and enjoy interesting challenges, I worked up a demo and posted a Capx example:

    Calculating Rectangular Coverage Area

    Hopefully it has everything you need.

  • Yann

    Gotcha. No worries, thanks for the update.

  • Yann

    This is quite a powerful plugin, thanks for creating it. I was wondering if you plan on updating the plugin to address this issue:

    thanks nice finding, I was doing

    delete array[0];[/code:3s15j0yz]
    but this doesn't change the size of the array so javascript set it to undefined (which is transformed to null on export)
    I have to do [code:3s15j0yz]array.splice(0,1);[/code:3s15j0yz]
    

    I have a workaround where I clear the entire array, and recreate it sans the deleted values, but it would be a lot cleaner to delete the value directly.

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  • You can use the canvas or paster plugin to achieve this kind of effect.