SoldjahBoy's Recent Forum Activity

  • All of my map stuff is "flat" because it's a top-down view map. Rivers will basically be somehow "drawn" or "doodled" onto the tiles, maybe.

    My weather is pretty okay actually. I have limited it to around 200 "particles" and each "particle" is drawn with several streaks of rain/snow/etc and randomised speed. Each particle block is actually fairly large to give the impression of more individual particles, but in reality there is like 10 streaks of rain or about 8 snowflakes per image.

    So as far as having a blank tile set goes, I want to be able to specify a series of things - like terrain type (grass,dirt,sand,etc) as well as have points of interest (like a town that generates random(x) number of buildings). Everything is tile based so things like towns would, I guess, be generated from some kind of central "Seed point" and just spawn buildings around/near it until the conditions are satisfied. I can probably figure it out, but any tips on how you did your islands would be appreciated. Did you start with aLL water and place the land over it... or the other way around?

    ~Sol

  • Thanks a lot R0J0hound I will give this a try.

    I have managed a bit of a "hack" method using some distance comparisons - but I don't think it's ideal. I will try out what you've listed here. Cheers!

    ~Sol

  • Been thinking about how to approach this problem recently - and I have a couple of ideas but I'm hoping for something a little more elegant.

    I have a main "body" object and a smaller object which are part of the same container. I want to be able to freely move the small object around, but keep it constrained to the large "body" object within a defined circular radius. I have thought about using another sprite set to opacity 0 (and set as solid) as sort of a "wall" around the large object so the smaller object can't pass through - but that seems sloppy - and will cause issues with other objects colliding with the "wall".

    The second idea I had was to use physics and just hinge the objects together with an armature (think of like, a rope tied between to objects). I didn't really want to go this way either, because adding physics to the project is only replacing one problem I'm having with another. I'm trying to do this to optimise some stuff - so going with a (probably) more CPU intensive method isn't really going to help.

    Anyone got a better idea how to constrain the movement, maybe based on a distance calculation or something? The smaller object would need to have freedom of movement within the radius of the larger "body" but not be able to "escape" past a maximum distance in any given direction.

    I'm sure this has been asked before, but for the life of me I can't find any real references to the problem.

    Thanks in advance for any suggestions.

    ~Sol

  • Graphically this looks really appealing... can't wait to see some action footage

    The motion will really give the verdict - it usually does, no matter what the graphics look like. I'm expecting some really visceral feeling action

    ~Sol

  • Yeah this is pretty cool.

    One bug I did notice was when you kill one of the "frog guys" that his health bar stays there and doubles up with the reported health from the remaining enemy. Once both are dead the health bars both stay there at 0. I'm guessing you knew about that already, but thought I'd mention just in case.

    ~Sol

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  • A mechanic is only as good as his tools... or something like that.

    RPG Maker, as already stated, is not a *bad* piece of software - it's just not the most intuitive and definitely not as flexible as C2 (or many of the other options out there for making games).

    ~Sol

  • SoldjahBoy - Lol. You went to all the trouble just to prove me wrong.

    Actually no... I just happened to remember that calc has had a long standing bug with that particular sum. It was just funny luck you used that as an example haha. XD

    ~Sol

  • [quote:d3v9u7hr]@SoldjahBoy - I can tell you that the Calculator of windows has 0 bugs. XD

    ORLY?...lol

    ~Sol

  • >

    > > that because c2 is full of bugs and don't give us a good performance for big games and don't give us a good size for little games so we can not have nice little game with a small size to be a hit or a big game with a smooth gameplay.

    > > just imagine if flappy bird was +30 mg size ! it simply coudn't be a hit

    > > or if clash of clans didnt have a smooth game play.

    > >

    > This is a horrible generalisation at best... I've seen plenty of larger C2 games with perfect performance. It's how you set up your events and how efficient your design is... it's nothing to do with C2. Also... bugs? Those are rare, but name one piece of software that has zero bugs?

    >

    > ~Sol

    >

    name one of that big c2 games ?!

    The game I'm working on is pretty big... unlimited tile generation, thousands of moving objects, complex math, open world... how much bigger do you want?

    ~Sol

  • that because c2 is full of bugs and don't give us a good performance for big games and don't give us a good size for little games so we can not have nice little game with a small size to be a hit or a big game with a smooth gameplay.

    just imagine if flappy bird was +30 mg size ! it simply coudn't be a hit

    or if clash of clans didnt have a smooth game play.

    This is a horrible generalisation at best... I've seen plenty of larger C2 games with perfect performance. It's how you set up your events and how efficient your design is... it's nothing to do with C2. Also... bugs? Those are rare, but name one piece of software that has zero bugs?

    ~Sol

  • This looks super cool... ninja gaiden meets metroid meets contra meets megaman indeed...

    ~Sol

  • Dudes (and dudettes) now have hair styles - and a link to the standalone version (with namelists and README instructions for "installation") now included in the web build.

    For now, the game puts data in C:\dudeman - so make sure you delete this folder after testing if you don't want junk files hanging around on your system.

    ~Sol

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SoldjahBoy

Member since 2 Apr, 2008

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