bladedpenguin's Recent Forum Activity

  • I'd say have a look at RexRainbow's grid movement:

    It does support grid based pathfinding and listing possible moves.

    For Drag&Drop, I think there are methods for finding the logical coordinates for a world coordinate. It's really quite an elaborate system, and I'm very happy with it. Don't hesitate to keep asking if you have any confusion after looking over this plugin system.

  • Every tick Object.X = Player.X; Object.Y = Object.Y+1

  • It seems the bug is still present in r200

  • Theres no automated way to "translate" the Javascript and XML that comes out of Construct2 into another language. It might be theoretically possible to extend the Xbox or PS browser to support all the HTML5 features that C2 uses, but you are better off waiting for Microsoft and Sony to add native support for HTML5 games. Alternately, have a go with Unity or Unreal, though, as I understand it, the learning curve is much steeper and there are some publishing hurdles to overcome on that front also.

    I would like to see support for 3DS and PSP, but the wind just isn't blowing that way.

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  • It would be nice to have some kind of unified plugin solution.... For now I'll just keep my own efforts well documented.

  • I'm hoping to publish cross platform, including Steam, Android, IOS, maybe even 3ds Depending on nintendo lol.

    So I count at least four control schemas that I need to build. Mouse/keyboard for PC, Gamepad for PC/Console, Touch for various tablets/phones, and I guess some kind of gamepad/touch/secondscreen hybrid abomination for wiiU/3ds if Nintendo comes through. I'd also like to allow keymapping, because some people just have a different keyboard or are more comfortable with a different setup.

    It seems like a pretty complex problem, and while I have no doubt that I will eventually figure it out, I was wondering if there is an easier way. Is there some kind of abstraction layer I can use between the myriad of input devices? I found a plugin for Construct, but of course I am using C2

    Keys/buttons are straightforward: I set up a pair of dictionaries, so I can look up the key and button for an event and use them both in an OR block. I set up a separate event triggered by a gesture or something for touch.

    It looks like movement is boiling down to two analog sticks, Left for movement and Right for Look/Shield. Seems I should feed the first analog stick into a MoveX and MoveY variable. I should also feed WASD into those variables, as well as an onscreen analog stick if no keyboard or gamepad is detected. Do you have any tips for making sure I avoid any kind of "off by one" lag when I aggregate inputs like that?

    Right analog stick controls a camera point. The point is also controlled by the mouse, so I need to figure out how to decide between those. If the "Shield" button is held, the player will also face the camera point, allowing strafing, and raise whatever they have in their shield slot. Touching a nonbutton point on the screen will have the same effect: player faces that point and raises the shield, even if the other finger is on the analog onscreen control.

    Have I got the right Idea? Am I thinking along the right lines? Is there an easier way to handle all this? Any feedback or ideas are quite welcome!

  • I'd start with creating a hallway sprite. Set it's collision mask so that it can be either walked through or not, depending on which frame it is on. This lets you randomly set a hallway to open or closed.

    Next, set up a double loop, one for x and one for y, so that you go through each room on your 32x32 grid. For each room, create two hallways: one to the right and one downward. Your upward and rightward hallways are created by the rooms in that direction. When you create a hallway, randomly decide whether it is to be closed or open. After each shuffle, pick two number 0-31, and use them as the coordinates for the exit room.

    This doesn't cover everything you asked for, but it should get you started, thinking along the right lines.

  • If your target platform is the Samsung S4, you should use the resolution of that device.

    1280 x 720 is a good place to start, but its a good idea to make sure your game will work on a variety of different platforms and devices. Have a look at this: https://www.scirra.com/tutorials/73/sup ... reen-sizes

  • What kind of game are you making? Platformer?

  • Why exactly is it not working for the Main menu? What exactly is going on? There are quite a few things that will stretch themselves to fit when using the Anchor behavior.

  • Glad we could help you ^_^

  • Another thing I find useful is the Anchor behavior, which sticks things to the edge of the window. This is mainly useful if aspect ratio changes or something. It's best to combine Anchor and a UI layer so that you don't get juddering in the UI elements.

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bladedpenguin

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