thatjoshguy's Recent Forum Activity

  • UPDATE: (slightly) better enemy AI, and baked lightmaps - also expanded the building a little bit for testing the lightmaps

  • LOL, I'll make sure to make the TV destructible. Not a bad idea to be able to shoot out lighting in a stealth game :)

    Yes, enemies are just the three guys for now- still working on the AI but it's getting there.

    As for hosting, I work at an ISP so I have a private server in our datacenter. It's not much for speed, but it does the job.

  • Thanks! Do you think it's too dark overall?

  • UPDATE: Enemies now patrol way points, and will return to patrol if they lose sight of you after a while.

  • no problem, glad I could help. I'm jsut starting out, and the forums have been a wealth of information!

  • Okay, so I'm kind of nervous posting this as it is still pretty early and this is a first attempt in C2, but I'm finally starting to nail down some of the gameplay elements so I thought I'd share.

    Click here to play: SR:OPS Demo

    <img src="http://www.thatjoshguy.com/wp-content/uploads/2013/05/Capture1.jpg" border="0">

    <img src="http://www.thatjoshguy.com/wp-content/uploads/2013/05/Capture2.jpg" border="0">

    <img src="http://www.thatjoshguy.com/wp-content/uploads/2013/05/Capture3.jpg" border="0">

    <img src="http://www.thatjoshguy.com/wp-content/uploads/2013/05/Capture4.jpg" border="0">

    SR:OPS started out as a basic top-down shooter, but after figuring out some groovy lighting (Flashlight with dynamic shadows! W00T!) effects and making them core gameplay mechanics, I decided to lean more towards a stealth game.

    I'm interested in everyone's opinions so far, as well as how well it performs for you. I'm developing/testing on a rather low-end PC and I get a pretty solid 30+ frames a second, which is acceptable for this game, but I worry about it dropping too low later on.

  • holy heck, turns out you CAN do that...

    super simple code!

    Event: "Enemies"|is overlapping "Enemies"

    Enemies Action: Move "-1" pixels at angle "angle(Enemies(0).X, Enemies(0).Y, Enemies(1).X, Enemies(1).Y)"

    Edit: no, don't do that... it seems to make things worse. I really don't know, the first way I did it seemed to work the best

  • the downside of this approach is you would need to do this with each enemy type in the family.

    If there's a way to choose the object in C2 within the family, I don't know it. It would be awesome to do something like angle(enemy(1).x,enemy(1).y, enemy(2).x, enemy(2).y)

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  • In my code I reference the instance against the family. ZOMBIE is in family ENEMIES, so when I write the code to move them off of each other I move the ZOMBIE -1 pixel, not the ENEMY.

    Don't have time for an example capx right now, but here's a screencap of what it looks like in my code, if that helps:

    http://thatjoshguy.com/example.JPG

  • Here's what I do: I have my enemies in a family, then I create an event for each enemy type. For example, if one enemy type is "Zombie", and the family is called "Enemies":

    Event: "Zombie"|is overlapping "Enemies"

    Action: Move "-1" pixels at angle "angle(zombie.X, zombie.Y, enemies.X, enemies.Y)"

    there may be an easier way to do this as far as referencing the family member within the family, but this works rather well. It just takes the angle between one sprite and the other, and moves on of the back pixel until they no longer overlap. This creates a smooth effect when many sprites are trying to hold the same position

  • I just ran into this, and can confirm on Win 7 x64 bit, dual monitor. Making sure the "select" tool was not chosen as mentioned by firebelly corrected the issue

  • make sure you are escaping characters. When sending events, I had to format my event data as a JSON string, so it would end up looking like:

    "{"""x""":""&xvar&"","""y""":""&yvar&""}"

    or something like that.

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thatjoshguy

Member since 2 Oct, 2012

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