LeuNoeleeste's Recent Forum Activity

  • Hello everyone,

    I recently heard about the (useful) 2D Dynamic Lighting Effect created by Pode :

    I was like "Oh great this is exactly what I need" BUT : I don't know how to create a Normal Map.

    Here's the sprite used in Pode's example :

    Now, the concerned Normal Map :

    And then there's me and this atrocity :

    I thought using Paint.NET witht the NormalMapPlus plugin could be enough, but it seems to be wrong as hell. I didn't really understand how to make these normal Maps, how to deal with blue green and red according to the shadows you want and stuff...could someone explain it to me ? I really want to use this effect, it could add so much in the game's atmosphere !

  • Okay everyone, I have my answer now thanks to your own answers, thank you ! I'll continue to work on my current event Sheet and then create another one as long as the previous one...in brief :

    "favour using a few long event sheets over lots of mini ones."

    Noted ! And I'll be careful on the organization (as far as I can, at least). I see that you're waiting for Construct 3, I have absolutely no information about its features, seems to be interesting and promising. I'll check that latter.

    Thanks again !

  • You have to check the order of your layers :

    number 0 : your background

    number 1 : your foreground

    The first (0) layer will be rendered before the second one, so if you don't have the right order, the background is there before the foregound etc. Look at the layer where your character is chilling, look at the layer supposed to be your foreground, and change the order if you have to.

  • Hello guys,

    the little game I'm working on for weeks now is gradually advancing, everything is smooth but...I'm curious about one thing and I would like to have some informations. The project has only one event sheet for now, with almost 400 events organized by groups (sounds, animations, ennemies, movements, pick - throw - drop). It's not a problem.

    But for how long ? I'm maybe wrong, but using only one event sheet for a whole game seems...unbalanced. I know we can use several sheets and even use a sheet in another sheet, but I don't need to proceed like that for the moment (and I don't really know in which case it's useful by the way, I guess I'll find it by myself). So, the question is :

    Is it really possible to create a "complexe" game with only one event sheet ? And it's ok for the performances ?

    If the answer is "yes" I suppose it's absolutely not recommended, right ?

    I feel like it's a dumb question, but I need to know that, before continuing anything.

  • Glad to see an answer from you, r0j0hound. First of all, I knew your example (something about Newton and stuff) because I had watched the whole topic after the download of the plugin. Very instructive, and I tried to use a spring too, but finally it appears that I prefer the "aerial" movements and rotations of the cube when using a pivot. Thanks for the suggestion thought !

    [quote:12xsepse]set a max force for the joint. By default a force up to infinity can be exerted on the objects to make the joints match. By setting it lower it would make the joint more relaxed and keep it from pulling into another object.

    Good idea, and it works perfectly. By the way, you did a very great work on this plugin, the beast is really useful and powerful. Once again, thank you, for the help, and for your work !

  • Greetings fellow Constructors !

    I just finished my own drag & drop system because the one included in C2 isn't really receptive with any physical behavior (as far as I know, at least). I worked with Chipmunk plugin to be able to use better joins. Everything is functional, I get the results I wanted. Still, I have to stabilize one or two things, especially...a collision issue. Original, huh ?

    So, as I said, it's a drag & drop system. Everything is under Chipmunk physic, my system uses its joints (it's basically a pivot joint between the cursor and the imagepoint X of the cube). We have a cube on the ground, the user can drag and throw the cube away with the cursor without restriction. BUT. If I use revolute join with usual physic, everything is ok. However, with Chipmunk...I can "force" the draged object IN the ground or the walls or any immovable sprite.

    As you may understand, it should stop ! The cube should stay stuck against the surface and that's it. Absolutely not pass through it with a very odd behavior. I wonder if you guys have any suggestion to fix this problem. I'm working on some events supposed to destroy the pivot joint when the object is overlapping another one...but for now, "overlapping" includes "on the ground" so my drag & drop system doesn't even work anymore because we can't drag the cube as it's placed on the ground...

    Any help/advices will be appreciated !

  • What the heck I had deleted my previous post because I finally find how to use your alternative ! And the post is still here. Kay.

    Anyway, it works perfectly, thank you ! And f*** DropBox then.

    Good evening =)

  • I tried BitBalloon but they say that my site doesn't have index.html...which is false, it has. How do we have to proceed exactly ? I export my project, compress it and drag it in BitBalloon or just the index.html or just a zip with the index inside only...(I tried everything without any result by the way, I suppose I didn't understand how it works)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • [quote:fmgho3hx]Does the microsoft browser work?

    Besides addons you'll have to look in your browser's settings to see if javascript is disabled. By default it wouldn't be disabled, so presumably your friend disabled it, or some antivirus/security software he uses disabled it.

    As an example for chrome I found it under settings->advanced settings->context settings...

    In the javascript section there are settings to disable it completely or block or allow certain sites.

    He (and I) can't run the index.html I uploaded on DropBox but we can both play any Javascript games anywhere on the net ! The problem is not from our browser I guess. So I'm still lost, and my friend still can't try what I want him to try

    [quote:fmgho3hx]Is dropbox secure for a website that offers free online HTML5 games for desktops and tablets?

    I think it is, anyway, if we can't use it, what can we use to send (easily) demos of our games ?

  • Thanks ! I'll take note. I'll wait for other's opinions too !

    [quote:1686wrsg]You just make objects and you should reuse them as often as possible.

    Yeah don't worry I know ! This is just another difficulty to cover another extreme situation. Just a Test !

  • Hello guys ! You've probably heard of Dolly, a beautiful little indie game available recently (otherwise, you should). As an amateur working on a platform game, I wonder how can I have something like that on C2 with some physic in it, and I'm curious to hear your opinions about that, and your opinions about my opinion. Indeed, this one involves (eventually) some memory issues, and as we know, memory is sacred.

    More precisions. Here's a pic from the game, we'll use it as our example for this whole topic.

    Now some statements :

    • Everything on the Foreground is physic (let's pretend you have to dodge the leaves. I love being cruel)
    • We can, of course, have as many layers as we want
    • We can use whatever physic behavior we want (if your prefer Box2D or Chipmunk or Crayon...doesn't matter)
    • We can use Tile Maps and Tiled Background (personally, I will not)
    • Every platforms is a new different object, not the instance of another (just to treat that as an extreme case)

    So now, here's how I'll try to make it runs :

    number of layers : 3

    • Background (contains the drawing of the sky and its clouds. This drawing is a sprite that I use as background).
    • Intermediate (contains the drawing of the moutains and the sun. Once again, it's declarated as sprite).
    • Foreground (contains the others sprites, which are physics platforms and character).

    number of families : 1

    • Phys, family which contains every single sprite supposed to be physical. This family has a physic behavior. As you may understand, she contains 8 objects (the player, the leaves and 6 platforms). They're all immovable, except the player.

    Okay. The simpler platforms have "bounding box" as collision shape. But for the more developed structures like the one on the left, I'll use Polygon Shape and end up with a beautiful but heavypolygon of 20 points or more. I'll use Polygon Shape for the column too, even if I could use bounding box for them as well. Now, I have my physical objects. I just have to make some controls in the event sheet to move my dude and it will be ok I guess. It should looks great with some parallaxes.

    But is it clever to proceed this way ? When I read something like this :

    https://www.scirra.com/blog/112/remember-not-to-waste-your-memory

    I suppose the answer is no, but then how to deal with complex objects when we're on a physic project ? And is it so problematic if we have one or two objects with more than 8 collision points somewhere ? I really question my approach. Even the background for example, you can't use a tiled background for such a detailed drawing, can you ? I really wonder

    Well, here we are. I'm curious to know your own approach, and especially know if mine is correct or if it's a total mess of logic and/or memory. I always did my little games (when they use physic with a detailed background, I mean) with a similar method, so I wonder if it's finally worth or not. How to optimise it if I have a bunch of objects like the one on the left for example ?

    I wait your comments, advices, and opinions folks, thanks !

  • Hey ! Thanks for your replying. I didn't have the time to study your prototype yet, I just tried it and it seems to be a great work. I'm sure I'll learn a lot about it ! Also, thanks for these informations, I'll take note.

LeuNoeleeste's avatar

LeuNoeleeste

Member since 27 Sep, 2015

None one is following LeuNoeleeste yet!

Trophy Case

  • 9-Year Club
  • x2
    Coach One of your tutorials has over 1,000 readers
  • Educator One of your tutorials has over 10,000 readers
  • Email Verified

Progress

12/44
How to earn trophies