naelian's Recent Forum Activity

  • Hello guys !,

    New version of Compan360 uploaded, size change for a close scirra arcade export ! ... yes, actually Compan360 is not a game but i think it could become a good engine for click adventure games ("1112" like)... i will put a "Whack-a-mole" inside in next release to give more things to do !

    (This update provide also better gyroscope accuracy and perfs on mobile / Test on Iphone4 iOS 5.1.1)

    You will find the project at the same url as before !

    Enjoy !

  • Thanks for example Kyatric .... really interesting ... hummm ... HAVE SOMEONE a formula for doing a Rlerp (Reverse Lerp) ... the fade out is really to fast !!

    This give me a idea to improve this example :

    • > With a jungle sound only on right stereo channel
    • > And the same jungle sound only on left stereo channel

    Seems easy to create a 2D positionnal system ajusting volume on the two channels no ?

    I don't have tools to do this sounds but i'm really ready to create a bigger example with this 2D features !

  • Yes i'm suggesting firing some invisible bullets every X from the enemy toward the player ... not something really different than drawing a line but a bullet "dash" line with speed effect and so less effectiveness :

    In a game such as Splinter Cell some elements such as darkness, or player stealth mode are important to make a difference between "in line of sight" and "seen", it's not just a simple delay. By using a bullet mode you can adjust speed of bullets, bullets size and life time according to darkness and reduce player "shape" according to stealth mode. By doing this you give more "life" to the line of sight system and integrate a failure, it's not 100% effective such as humans behaviour !

    How many times have you search something which was just in front of you ?

  • I consider yann project as more close to the behaviour explain in Joannesalfa pics ! ... these kind of effect in really useful in multiplayers on same screen game !.

    CodeMasterMike magic formula works, considering P1 and P2, 2 sprites for player1 and player2 :

    (Layout with unbounding scrolling set to "Yes")

    On every ticks ->

    set layout scale to clamp(1 - distance(p1.x, p1.y, p2.x, p2.y) / (layoutHeight + layoutWidth), <font color=red>0.1</font>, <font color=red>1</font>)

    scroll to ( (p1.X+p2.X)/2, ((p1.Y+p2.Y)/2 )

    <Yes i put the scroll between P1 and P2 here>

    BUT ! ... P1 and P2 size not take in account ...

    <font color=red>0.1</font> (10% size min zoom layout can be very small in some cases)

    <font color=red>1</font> (100% size max zoom is not a powerful zoom !, just the standard one)

    => So always test and adapt for YOUR game and case ! ;-p

    ENjoy !

  • Math lovers are here, your enemies are all robots !

    I aggree with sqidders about the draw line/strech sprite method (I have speak about that in my first post men !) ... but i love the bullet method as bullets can take some time to move and so it's more easy for the player to hide before be seen ... the more time the enemy stay in line of view with player the more far the "view bullets" are fired ... this "view bullets" objects must be destroyed if enemy view change and can also be destroyed using a fade in time destroy behaviour to avoid using too many cpu. But don't say it take's always a lot of cpu !!! ... shooting invisible bullets or shooting "real" bullets it's near the same for the game ... same objects ... some are invisible others not ... so if your game can not handle this, it can not handle many enemies shooting at the same time so it's a good way to know if your game will be playable or not !

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  • Yes, there is several ways to do that ... you can create a invisible sprite as the "enemy view" and if this sprite collide with the player, the player is seen and so shoot ... you can also shoot invisible "enemy view" bolts from the enemy toward the direction seen and if collide with player the player is seen etc ... try to draw a invisible line between enemy angle of view and the player ... or more simple just test the range abs(enemy.x-player.x) < view_range and abs(enemy.y-player.y) < view_range

  • Hello guys !

    New release for sungen ... you can find the result and the project .capx at the same url as before so test and use it it's free !

    Now the sun is quite different ... less "jittery" (sami1337 will appreciate) ;-p) and create with 3 parts :

    1?) "Inner" (sprite) ... the sun ... a "ball" with slow rotate effect ... can be improve but the most important is the shape.

    2?) "Near" (particles) ... near light/heat waves "pin" with "Inner" ... changing settings can give +/- more bright sun or other fun effects.

    3?) "Far" (sprite) ... far light effects, "pin" with "Inner" so slow rotate effect too.

    ENjoy !

  • To make an object follow the mouse just do on every tick "Object" -> setposition (Mouse.X,Mouse.Y) ...

    Your other question is not so clear for me ... an object with behaviour "Drag & drop" could do this without more code.

  • Ok a fake Iphone preview with all features on (radar on top left) ... thanks to AppMOBI XDK !

    <img src="http://dl.dropbox.com/u/74282909/Compan360/images/Iphone_Compan360.png" border="0" />

    Yes sure, it's possible to do something cool with C2 which is not a game ! ... and i look towards AppMobi too ...

    ENjoy !

  • It's using a mouse with the touch/mouse compatible system active in your example ... so ok perhaps there is a problem using a real "touching" screen.

  • simple ...

    is on mobile device

    (or)

    left(Browser.Vendor,5)="Apple" -> map.destroy ... zoom=0

    SO features are disabled for safari and all mobile devices (Ipad/Iphone/Ipod & Android etc ...)

  • If you think you could have better performance on ipod than on a desktop pc with safari i can upload a test version with all features enabled ...

    But my test on a safari/pc show poor performance about opacity effects so i disabled radar and zoom feature for all mobile devices and apple browsers.

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naelian

Member since 21 Apr, 2012

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