Mikal's Recent Forum Activity

  • I've been asking for that for months, and they say nothing.

    An answer of sorts here.

    Summary: after beta, in desktop version, with folders instead of c3p/zip file.

  • Updated version to 1.1 (fixes some C2 compatability with c2ids.)

  • Mikal

    Updated in 1.0.0.14.

    Great, tested, worked, thanks. Updating NormalMapExt.c3addon

  • Mikal

    I believe I caught this late. Was updated in 1.0.0.13.

    Thanks for the reply. I just downloaded the latest again (1.0.0.13) and tried again, same results, there are still non-alpha characters in the c2id, which need to be removed.

    Snip from addon.json (see '(' and ')' still included in some of the c2id.

                   {
                            "id": "light-zposition",
                            "c2id": "light-zposition",
                            "type": "float",
                            "initial-value": 0.02,
                            "uniform": "posZ"
                    },
                    {
                            "id": "color-(red)",
                            "c2id": "color-(red)",
                            "type": "float",
                            "initial-value": 1,
                            "uniform": "colorR"
                    },
    [/code:d6ukyrcw]
  • Working on the dialogue flow since there's a lot of crap to link together.

    If certain quest have been finished the NPCs react differently.

    Mikal i love the flaming bunny can his fur get scorched too?

    Yah! I'm with you, I am working on a simple scorched fur animation overlay which I can change the opacity of over time/burning.

    What are you using for the Dialogue flow, I'm looking for something like that, looks very cool.

  • Got some feedback from Ashley on an issue with c2ids and transferring over a C2 *.capx with a new effect (though maybe this applies to other plugins. This at least applies to parameters in effects files (I found the issue when porting over Extended Normal Map.)

    blackhornet, it would be great if you could update the converter with the below in mind:

    Ashley:

    [quote:u9zfv2db]Well, it turns out it's actually C2 itself that strips non-alphanumeric characters when saving to the project, so the C2 XML file ends up with an ID like "ambient-green". C3 will import based on this ID. It's easy to fix, because it tells you the ID it's looking for ("ambient-green") so all you need to do is change the "c2id" to "ambient-green" and it will look up correctly.

    We can't fix how C2 saves projects at this point, so closing as won't fix - just filter those characters out from your c2ids as well.

    My original comment on this:

    [quote:u9zfv2db]When I copied over the original example *.capx, C3 'compat' complained in the Chrome console that certain parameters could not be set. Interestingly enough (and this is probably a clue Ashley , the parameters that were not set contained non-alpha characters in their IDs, for example: "Light2 Ambient (Green)". After I corrected the parameters that were not copied and ran C2 and C3 side by side, the effect looks the same in each. Obviously experimental, but feel free to try it.

  • Very nice, I like the rabbit and the art style, very chill. The sounds are cool too, well done in just a day!

    I used particles in another demo to create a falling cherry blossom effect. Press 'S' to skip ahead levels to see the branches become bare and the blossoms become less.

  • Very fun, I so wish it could be two player, because it reminds me of my arcade days with SmashTV. Perhaps with gamepads that would work? Actually dual stick gamepad would be an ideal controller for this type of game (e.g. Robotron style.)

    Check out

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    for some other fun ideas that you can put your unique twist on (whirling blades of death shield, etc.)

  • Cool stuff, I like the stealth mechanic, yah graphics could use a bit of help, I saw someone earlier in the general thread asking if they could help with art, you might ping them. Also would like to see at least some presentation of the shot from guard. Do the walls also block the sound, or it just radius based?

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  • I just used blackhornet's converter on the c2 plugin and it seems to work now in c3. I don't want to host the converted files, because I can't help debug problems and have not tested more than just a few functions like authentication, responses, messages and a custom logevent, but it worked with my gamesparks preview account and my custom event.

    DeusEx :

    Pointers to files:

    C2 SDK for Gamesparks (get the plugin dir)

    Converter thread with tool link and instructions

    I found it very useful to debug gamesparks requests using the chrome console, so you can see all the requests go across between chrome and gamesparks server. (Ctrl-Shift-J for Chrome when game is running in Chrome.)

    blackhornet, thanks again for the nice tool, I guess it's feeling a little dangerous (at least just for me) to convert others addons and host them, since they are not 'official' conversions, but I have no problem showing how folks can do it on their own, if the 'official' owners have not converted yet.

    As an aside with the gamesparks *.capx demo, I found that the request/responses were causing the game to stutter, which was interesting, something to watch for in the future.

  • Time for game state idea, just capturing a few:

    Game state logic ideas

    • Dialogue has game state and can set variables
    • Per hotspot could have state logic
    • Per level could have state logic

    Could have 1 level per major level game state

    • Pre Fire Home Burrow Level (initial hotspots and actions)
    • Post Fire Home Burrow Level (new hotspots and actions and level art)

    Game / Level state set up what hotspots are available, what actions are available on each hotspot

    • Need to change:
    • What hotspots are active and where
    • What actions are available on hotspots
    • What Dialogues (talk, info, fight, get, take, eat, etc.)
    • What ‘exits’
    • What interactions, different trigger than dialogue (perhaps none?)

    After each interaction run next state machine and update: new hotspots, hotspot actions, destroy hotspot if no more actions, update GameVariables (will also be done in Dialogue System). Trigger non dialogue scenes if needed.

    State machine with all inputs / outputs / states / state transitions can be defined in dictionary. Which gets loaded with each level.

  • Thanks , I appreciate the feedback, it's buried at the top of the thread, but yes I mentioned that Watership Down is also an inspiration (book, movie, etc.) along with other books (Fifteen Rabbits, the warren) and even the old Peter Rabbit books. I'm glad you can see that in the early work.

    I'm going to go searching for Below the Root, thanks for pointing that out one out.

    Good luck on your project, looking forward to seeing it / reading about it in these forums.

Mikal's avatar

Mikal

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Member since 22 Apr, 2016

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