Mipey's Recent Forum Activity

  • Might want to update the home page too!

  • Now I remember... "Sword of Aragon", that was AWESOME. I'm trying to recreate the awesomeness in Construct.

  • I don't think the retro/indie community is that large, in fact it represents a minority. The most successful indie games all use polished graphics, not pixels; take a look at Mount&Blade, for example.

    Most retro developers go for pixels because of ease and familiarity, I guess, while most players nowadays - including myself - would prefer the polished graphics were we given a choice. Then again that depends on the quality of game itself.

    Most developers and would-be-developers I meet aren't exactly skilled with graphics, they can barely draw a stick figure, let alone a cute and smooth sprite with rich animations. Good artists always are in short supply.

    Why retro? Perhaps because the games back had high gameplay value. Games nowadays are 90% graphics and bloat and 10% gameplay, and the last number keeps shrinking.

  • Also in the pic editor, wheres the "flow" tool?

    Select a brush, line or even eraser, the flow is there, which sets the transparency. Eraser is awesome with Flow! Makes stuff semi-transparent Rectangle, circle and stuff have Alpha1 and Alpha2 stuff.

  • I was googling for free game development and eventually I hit upon Construct.

  • I learned a lesson, too!

  • If objects are too close together, then the condition remains true while mouse moves over objects, as it doesn't actually leave the object type yet.

    But here is an unique property of each object instance: Unique ID - UID. See the code:

    +MouseKeyboard: Mouse is over Sprite 
    

    System Set global variable 'Test' to Sprite.UID

    Sprite Set opacity to 50

    +Sprite: Unique ID is NOT global('Test')

    Sprite Set opacity to 100

    [/code:nwff6iyo]

    Basically, whenever you hover mouse over an object, you change its opacity and store its UID, so it is exempt from the other event, which sets objects with different UID back to original opacity.

  • Or you can compare the sprite position with a map of corners/intersections. When it runs into one of those, it performs the turning event (if available for that spot). Remember that actions should depend on the intersection/corner type, for example in a corner you can't go forward or right, just left or back, so it would contain "Stop if no KeyPressed" and "set angle to 90 if KeyPressed" actions, for example. There are several options for each hotspot.

    But I'm not sure if the sprite won't just zoom past due to frame skipping...

    EDIT: You could simply set it this way... create 1x1 boxes, place them into 'hot spots', add them all to the 'HotSpots' family and then:

     Always
    +Sprite.X=HotSpots.X
    +Sprite.Y=HotSpots.Y
    

    Stuff to do at that HotSpot[/code:3d3nd2or]

    So it always checks if the sprite is overlapping any of boxes within the family, then it performs the action such as turning the sprite or simply letting it go if there is way and the key has not been pressed. Handle differently for ghosts (AI) through sub-events.

  • Make your Pac-man a bullet.

    If Pacman is moving to left, pressing right should turn it instantly, pressing up and down should make it turn at the next intersection or corner.

    If Pacman is moving to the right, pressing left should turn it instantly, pressing up and down should make it turn at the next intersection or corner.

    If Pacman is moving up, pressing down should turn it instantly, pressing left and right should make it turn at the next intersection or corner.

    If Pacman is moving down, pressing up should turn it instantly, pressing left and right should make it turn at the next intersection or corner.

    If no keys are pressed when Pacman hits an obstacle (corner, wall), then it would just idle and wait for the input.

    Simple, really. All you need is to make Pacman remember the keystroke until it reaches a turning point, then it makes a turn and forgets the stroke.

    For ghosts, implement a basic bullet AI that decides where to turn on each intersection/corner based on distance from Pacman. You just change the angle, but keep the speed constant. Make sure they can turn in an instant.

    As for corners and intersections, think you'd need to make some sort of detectors. In intersections there is no collision unless you make a detector there. So whenever Pacman or ghosts overlap the detector, the turning event would be initiate.

  • I see, so the issue is with time periods of spawns. Have you checked the timer variables and TimeDelta? Since this stuff was introduced with music, have you tried disabling the music event?

    It is possible that after replays the timers (or loops) are somehow messed up, most likely by referring to a bloated variable.

    Let's assume this order, see if I understood you:

    • First play, everything normal, spawns on 4-5 second, DEATH, prompt for replay.
    • First replay, spawns on 4-5 seconds... on end of this game, you're prompted again.
    • From here on, things start misbehaving, long spawns but FPS is fine

    What is the difference between first and subsequent replays? The first one is CLEAN, it came straight from the first game. Others followed a replay. Following that train of thought, hopefully you can figure the error out.

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  • Check if you're not duplicating anything on "Play Again?". You have to clean the old game objects up. The slowdown hints to a large number of objects being processed, even if it doesn't look like that.

  • Awesome! I figure I could achieve anything I wanted with the described abilities.

    Don't forget Z-level changes while moving! With it one could create quasi-3D movement.

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Mipey

Member since 16 Jan, 2009

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