TiAm's Recent Forum Activity

  • The game I'm working on now is a puzzle-platformer/shmup'. After a good bit of thought on the mechanics of the game, I've come to the conclusion that it would be better to have it slow down than to skip frames/lose accuracy.

    Since most of C2's behaviors are built to function framerate independantly, this has caused me a bit of a conundrum. Here's what I've come up with, placed in context of basic mod of the shooter template(arrow/wasd to move, mouse: look, lmb:fire, rmb:alt fire).

    The relevant part is event 4 (and, also 5) bracketed by comments with DELTA-TIME BYPASS (sounds like a dr who plot device...<img src="smileys/smiley5.gif" border="0" align="middle" />) in CAPS:

    dropbox.com/s/jhrzbidknfb0f7h/GiveAndTake_TimscaleExperiments_1.capx

    I guess it's pretty self explanatory: divide the current fps with the intended fps, then multiply the timescale by the result. This seem to work great on my end, but I'm wondering if anyone else has tried this, and if it's a reliable approach?

    I also tried setting it by a framerate average of the past three frames, which seemed to work okay, but was more prone to some occasional herky-jerkyness from the inherent lag.

    Also, Ashley: would you consider adding an option in project proprties for a framerate dependant mode? Looks like CC used to have this: it was called "override TimeDelta". I know most games that would need this are physics based -- and in that case, the option already exists -- but there are those of us who would prefer slowdown to skipping. Pretty please?

    Cheers, Tim

  • Capx?

  • Hey, I hate to necro-post but...this sounds like a neat game that kind of disappeared.

    Does anyone know what happened to it? The mediafire link seems to be down; does anyone still have the cap? Did this game continue in some other form? Looks like Mort came up with a lot of neat stuff, but hasn't posted in a long time...

  • If your goal is to make a system of storing and managing dialogue you might want to check these threads out:

    scirra.com/forum/dialogue-best-practices-and-where-to-store-text_topic65280.html

    scirra.com/forum/npc-dialog_topic48355_post303797.html

  • Wolvyrne:

    As you can see, people have built some impressively large and complicated games in C2 already; like Jase00 says, Arrays (and also Dictionary's) are a good bet for managing a complex game like an RPG.

    With the last few iterations of C2 it's capabilities have greatly increased. Tilemaps are a massive optimization for tile based games, the new asm physics have made that behavior viable even on mobile platforms, and the recent collision engiene optimizations offer improvement on the scale of magnitudes in certain cases.<img src="smileys/smiley23.gif" border="0" align="middle" />

    And keep in mind that most of the games that have been completed at this point haven't even been able to take advantage of ANY of these improvements.

    C2 has a bright future ahead of it.<img src="smileys/smiley20.gif" border="0" align="middle" />

    Jase00

    I don't know a lot about maple story, but your game looks good! Would probably run like butter with tilemaps. Why did you decide to shelve it?

  • This will probably attract a lot of new users; I'm a great lover of single player games, but there's no arguing that multiplayer is a wonderful thing (especially with the right people). Also, it makes AI routines a lot simpler... <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Joannesalfa:

    Hey, breakout! <img src="smileys/smiley1.gif" border="0" align="middle" /> Neat. The bullet seems to be flying out into the abyss for me though (real slow on my netbook, have to move it over to the desktop)

    BTW, thanks for starting this thread; your examples were a help these last couple days as I've been trying to learn my way around tilemaps.

    Cheers, T

  • Think about how events run. You have two trigger events with the same trigger condition (v is pressed). They can't run at the same time, so one is running directly after the other. Let's assume they are running in the same order as the event sheet (doesn't really matter):

    //

    event 1:

    condition: when v is pressed, if foo is 0:

    action: set layout scale to A, and set foo to 1

    event 2: when v is pressed, if foo is 1 (which it is now, because you just set it with the previous event):

    action: set layout scale to B, and set foo to 0

    //

    See? When you press V, you are running both events one right after the other, and ending up right back where you started. That's why it works when you change one of the keys: now, only one event is being triggered, and the toggle works as intended.

    Hope that helps.

    Cheers, T

  • The first frame of your walking animations -- Up, Down, Right, Left -- are the same as your standing animation.

    Move the first frame of each to the end of the animation; that way the animation starts with your character extending his legs instead of with him in mid stride (same image as when he's standing still).

    Cheers, T

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  • What Joannesalfa said. Also, as far as I can tell, you don't need to check the distance between your enemy and the player twice, just go 'else' for the second condition.

  • Also, if you drag a global variable into a sub event, it becomes a local variable(works vice-versa too).

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TiAm

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