skelooth's Recent Forum Activity

  • I've been whatching your updates here and on reddit, great job so far!

    I'm still stuck in code land though, making AI and path finding routines as behavior plugins. I have any army of design docs I've written and not a one that's been seen through. The closest I came was building a full demo level of a game I wrote in impactjs, then I fizzled out.

    Someone needs to invent stronger coffee that doesn't kill me.

  • Mid 30s. Been a hobbyist game dev since I was a teenager and "hunt the wumpus" was still around as a viable MUD.

    I've completed two games in 15 years, both when I was much younger. So I have no advice on how to complete games. I find most my enjoyment in mechanics and coding something new, but I get bored very fast the second I need to produce actual content. I'm hoping C2 helps me with that part since it's so easy to use.

    Best of luck mate!

  • Sorry, I have to bump this incase there's a better solution than what I'm going to do.

    Just a small static map with maybe 50 or so non solid tiles, but I'd like them to walk in a straight line.

    If no ideas are given, I'm going to implement a waypoint system instead.

  • AI patterns. Swapping behaviors in and out lends its self to it. Take RTS games for example, instead of having the behaviors for patrolling and defending crammed into the same behavior, swapping a patrol behavior for a defend behavior is pretty efficient and allows other AI routines to be swapped in.

    You're right though, it is just as easy to enable/disable at run time. Thanks!

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  • Hello, back again with another question where I'm probably trying to make C2 do something it's not supposed to.

    Is it possible to do something like:

    mysprite= spawnfunctionthatreturnsSprite("someobject")

    mysprite.addBehavior("mybehavior")

    or even

    mysprite.removeBehavior("mybehavior")

    ?

  • Take the situation of a dynamically generated map that is static once rendered:

    How can I make construct sprite move in a step engine fashion? (think games like FF1-6 where there is no diagnal movement on the grid)

    Is there anyway to store and reuse the path inform so the sprite can return to it's original position w/o recalculating?

    This is assuming not creating a waypoint system, but even with straight lines sprites will sometimes do this curvey thing while getting there.

  • In something like SDL I would be able to just blit my bitmaps onto a new surface, in construct2 the only real option seems to be pinning sprites, that's all well and fine, but gets messy with complicated things (for example, a pinned on head would need to bob 1px every few frames to sync with a walking animation)

    I have a follow up question about performance:

    Take the thought example of taking 3-4 base bodies, and randomly assigning them faces, now putting a bunch of these actors on the stage/layout... Is it more performant to render a pre-rendered image for each actor, or is it more performant to pin 20 different heads on 3-4 base bodies. (effectly reusing the bodies and some of the faces)

  • 33. I'm a programmer by trade, but I work on the web. After college I never lost the lust for game programming, but the time and the focus. Now that games can be written in javascript and there are tools like impact and construct, I can go back to developing games without the mental limbo of a different tech stack.

  • I guess sometimes the simplest solution is the best. It really is the easiest method to just expose an action that can be called from the event sheet. Over riding is a pretty easy solution too depending on which thing you're over riding.

    Thanks!

    If there is something similar to an "add this condition to watch for then execute this action" function that anyone knows of please let me know!

  • I'm not sure if I still have anyone's attention, but related question:

    please excuse the psuedo code but I want to accomplish something like

    When this.runtime.trigger(someplugin.onCondition) , but I need to somehow daisy chain it to an action, so that when onCondition gets flagged my code knows to implement the Action

    In other words I want to fully use ACE via javascript

    "on condition" -> trigger(action).

    I see the runtime object has an event queue but don't seem to find a way to add a condition check to it.

    (I was able to figure out how to use the CR object to invoke actions on other instances/behaviors/plugins, but not how to connect an action to a condition).

    "OnTrigger"s only fire once and I have no way to capture them.

  • Don't worry I have NO intention of releasing any sort of plugin unless it conformed with whatever coding standards.

    I really really love construct2 for how abstracted the code is, all of the features built in, and the top notch layout/map editor. I very rarely finish games so much as work on concepts, and feel much more comfortable slogging through code than a UI.

    My current theory is that custom plugins/behaviors make it very easy to write the bulk of my game's code as custom plugins/behaviors but still retain all of the sweet features of the engine like exporting to different platforms.

    I toyed with impactjs for years but it seems he only makes occassional bug fixes, so the community dev environment never hammered out good ways to export or extend. C2 has more features and actually gets updated. C2 is top notch. I wish I was a creative type to take better advantage.

  • I just want a big sloppy object floating around in the global namespace for me to store all of my game specific variables. I'm unfamiliar with a lot of what construct does on the backend to export things and don't want to shoot myself in the foot by referencing window if there is a preferred solution. It should be noted I'm not intending on releasing what I write.

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skelooth

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