Tobye's Recent Forum Activity

  • Beaverlicious - it stands for Sub Versioning Network. It makes it so two or more people can work remotely on the same project.

    Here is a tutorial to set it up, a little complicated though. I got mine set up the other say, but still have no-one to test it with :(

  • You can use the viewport expressions to work it out, and have an invisible object with the scrollTo behaviour. So something like: distance(player.x,0,viewportLeft(0),0) < 200 = scroller move at angle: 180, 60*dt.

    Hope that helps a little!

  • AnD4D - Yeah I think you are right, but also that's not the way it should be. C2 is great because it is fast, and having 2 people will get things done 4x faster. So, it's in everyone's interest to work together in at least small groups, then we all get our games faster than we could alone while helping others.

    But what you say is true, it's not the easiest thing to collaborate on, which is why I want more practice doing so! :D So far it's been mainly me and my artist, then also a few small collabs without an SVN, and they are hell, but I think on SVN should be pretty cruisy.

    And my graphical skills are totally dreadful, which is why I work with a fantastic artist ;) My real love is design and engine creation. I am forever refining and recreating systems to make development easier.

    If you find you want a little help I'm happy to lend a few hours here and there obligation free even. My artist could through together a few pieces for us too if it's something original. I just think the community needs to pull together more if we want to see some grand games come about.

  • Hey guys,

    I want to make a rolling stone you can push about just like Yoshi's story. You can see in

    at the 8 minute and 9:24 marks.

    Now I know this should be simple, but I just can't get it going smoothly. I have a few requirements:

    • Harder to push uphill, the steeper the slower
    • Rolls downhill, the steeper the faster
    • Can land on stone and then control it by left/right arrows (character does the old running on a ball trick)
    • If moving, it will push back against the player, gradually slowing (depending on speed)
    • If moving above a certain speed, will do damage and cannot be pushed

    1. How to make it react correctly with the player pushing it? I have tried it so if player is overlapping at offset 10, apply force. Which works okay, but sometimes it moves really jerky, sometimes too fast, and is all-round unreliable and bad looking.

    2. I want it to drop very fast when not overlapping the ground, but increasing the gravity also changes the speed at which it roles down slopes, which I don't want. Also it seems you can only change the gravity for all physics and not just 1 object, so having multiple objects with physics on screen doesn't work with changing gravity anyway.

    3. To make the player get pushed back, I also added physics to them. However, this means they now also slide down slopes which is not wanted.

    4. The character is never smoothly touching the rock while the rock is moving, as it keeps getting knocked about.

    Actually there really are many little points of fine-tuning I need to make this work, so if anyone could start me off/lend some examples it would really help! I'm not even sure if I should be using physics at all or just try to event more with platforms or what.

  • mindfaQ

    Valerien

    I've only just got around to looking into what you guys are talking about, and thanks, I really need to learn this stuff. My maths is weak, but I enjoy it!

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  • AnD4D - If you want to make a little gem I'm up for it :) I like competitions and all, but really all I want to get experience working on an SVN with other C2 users.

  • johnnyl7x - replied! It would be good if PMs also gave notifications.

  • mindfaQ - oops! Thanks! I fixed it (name = player name (no action) followed by else: create array etc.).

    Tested it with a few different players at once and it works fine.

  • Hey all,

    I've been on here for a long time, but realised I never officially introduced myself!

    My name's Tobye (pronounced the same as Toby). I am a big believer in C2 and have had a ball using it. I love making RPGs, but to date have only completed smaller games. So if you want to talk shop about RPGs, I'm your man!

  • I ended up writing a tutorial about this if you're interested.

    All questions or comments are welcome, it's my first tutorial and I'd like to see if anyone finds it useful/has problems with it.[

  • mindfaQ - The problem with that is when they die/you change layouts, the experience is lost. By making it an array, it will not be destroyed allowing you to track it throughout the whole game and without causing mess with global variables.

    To make it work with multiple characters, you simply create a variable in the array called 'id' and set it the the relevant unit's UID. It does involve 1 extra condition for picking, but is more flexible. Alternatively, you could just add a name variable to the array and reference that.

    To me containers are not good for this sort of thing as you can't lose one without the other. If you decide later you want effects that, say, remove a character from play for X seconds, they now lose all their experience. You can make fixes and work-arounds of course, but that just keeps adding to the mess and requires more thought for solutions as these problems arise, instead of always knowing exactly what to do. And obviously if you want to carry experience between layouts, containers simply don't work at all.

    To reduce the need for picking, you can also use functions. So character kills enemy: call function 'getExp' with parameters: character.uid, experience amount. Then in that function, you can do all your picking and experience assigning. 1 condition, 1 action, less room for error and more room for improvement.

  • I would track all those sorts of things in the instance variables of an array. So make an array (I suggest you also rename it to something like 'experience'), add the instance variable 'exp', 'level', etc. This is just cleaner than using global variables and the array isn't destroyed between layouts like other objects. Also, if you later decide to add levelling for another character, you can just clone your existing array instead of needing to add more variables.

    How to make a comprehensive levelling system is something quite complex, but for just a simple 'exp > 10,000: set level to 2' system, you should have no trouble.

    EDIT: Also if using the paid version, create a family for your experience arrays and add the instance variables to the family instead of the array itself. This just allows more options and quicker cleanup in the future.

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Tobye

Member since 27 Jul, 2012

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