mattb's Recent Forum Activity

  • I can't wait to play this. Is this the evolution of your asteroid miner game or are you still making that?

  • I'm not using a tilemap - the walls & floors are just sprites. There are still some shadow issues when the player gets too close to a thin wall for example.

    Maybe the best way to do player visibility would just be to black out rooms that you can't see into. You could have a fade behavior on some blackout sprites (could be the same sprites used for light zones, & even ai patrol zones).

    Then if you hack a room's camera, the room fades in even if you're not looking into it.

  • If it's a stealth template then an option for player LOS visibility (eg. not being able to see enemies behind doors or upstairs) is a must. I did something like this recently & used shadow casting to blackout unseen areas: https://dl.dropboxusercontent.com/u/523 ... index.html

    You also want things like security cameras which trigger an output (their FOV could simply be triangular sprites) & lasers (tripwires with output trigger or harmful ones).

    Triggerables (output objects) could have a link to alarms or traps (input objects) that the player could break, either by shooting a wire, hacking a console or disabling a power supply.

    Lighting could be done with a semi-opaque black rectangle overlay in each room, & toggled with lightswitches, shooting the lights or disabling power. Enemies in those rooms would have a shorter view range.

    Enemies should have an option for a visible view cone, which i suppose would be a triangular sprite with overlap testing, although handling scenery interaction with their FOV cone might be tricky (eg. what happens to the cone as they approach a wall?).

    For UI, how about a sprite showing the last spotted player position (a ghost copy of the player) plus some MGS style enemy state indicators (? or ! symbols above their heads). Also an alert cooldown timer.

    As you can tell, I like stealth games <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Had a go at making some dynamic smoke for a stealth game, the idea being that it can block LOS or laser raycasts & triggers smoke detectors...

    https://dl.dropboxusercontent.com/u/523 ... _test.capx

  • glennmel this is brilliant. I'm surprised you chose C2 given your expertise & it's lack of advanced animation tools (I just use it as a quick prototyping tool) but it's still a capable program. As for your collision problem, if you post a stripped-down version of your character system I'm sure someone can help.

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  • xoros - you want the Collision Layers property for the behavior to do that. It takes 8 hexadecimal digits to give you 32 possible layers, but I just use 0's & 1's, giving me 8 collision layers.

    In your example, this is how I'd set up collision layers for each object:

    10000000 - A

    01000000 - B

    01000000 - C

    11000000 - D

    11000000 - F

    So you can see each column in the matrix is a layer, & any two objects in a column sharing a 1 will collide.

    Here's a more complex example where A doesn't collide with B & C, but collides with D & F.

    B doesn't collide with C or D, but does with F.

    C collides with D, but not B or F.

    D collides with A, F & C but not B.

    F collides with A, B & D but not C.

    10000000 - A

    01000000 - B

    00100000 - C

    10100000 - D

    11000000 - F

    Then you could extend this by giving all instances of a particular object a Collision Group number (which is just a single integer). Objects with the same non-zero group number won't collide.

    This is handy if say object F is physics debris & doesn't need to collide with other F's for performance reasons.

  • I just tried Chrome & got the same bug by walking in front of the log & holding down left+jump (took a few goes & lots of key spamming to achieve this though).

    If you use chipmunk for physics you can do proper raycasting for ground detection. I've found it more reliable than overlap testing a pinned sprite. Would take a bit of work switching over from c2 physics (assuming that's what you're using), but I'd say it's worth it for the extra stuff you could do, particularly collision layers which are a must in physics puzzlers.

  • Just tried your demo again - really impressive stuff.

    I ran into a bug a few times which seemed to happen at ledges (when climbing onto a log or jumping up a low ledge) where the character froze & rotated slowly. I recreated this by moving towards the first log & doing lots of key presses of move/jump/use. I'm using firefox.

    As for the design, I think you need regular checkpoints after each puzzle (I had to redo the initial log push several times while i figured out the ropes & that was frustrating) & some hint text explaining new actions would be good. Eg. press X to push/pull, or UP to mount rope, L/R to swing.

  • I think this brilliant, & if I were you I'd lose both the trademarks & make it your own thing, with a metroid style character & scenery. The combination of those mechanics is original enough.

    One of my wip's is something with portal-inspired mechanics, & was going to add portals like yours (nice idea using paster). I'm using Rojohound's Chipmunk physics port which lets you do proper raycasting & collision filtering among other things, might be worth a look.

    Some gifs:

    https://dl.dropboxusercontent.com/u/523 ... kables.gif

    https://dl.dropboxusercontent.com/u/523 ... sers_2.gif

    https://dl.dropboxusercontent.com/u/523 ... ters_1.gif

  • I also want this, & the subfolder selection thing would be great (shift-click or right click folder -> 'select all in folder').

  • This is really good, feels like you're playing an MMO version of asteroids. It's fun to watch the ai go about their business & controls are a challenge. Definitely a lot of possibilities for mission design, & it'd be nice if they were sandbox style with multiple ways to complete them, with stealth, hacking & action all being options.

    Also anyone trying this should press the right arrow key

  • Hi & welcome to the forums & C2.

    1. For reusing code, the only way I know of is to copy-paste events/objects, & also use the 'replace object' command to quickly apply a set of events to a different object (or family of objects).

    I've done lots of this & never had a problem, although you can only use replace object for objects of the same plugin type, eg. swap a sprite for another sprite, but not another tiled background.

    2. Custom behaviors are made using the javascript sdk, but there's so much good stuff already available you'll probably never need to. Just do a search for add-ons made by R0j0hound & rex_rainbow (among others) & you'll see

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mattb

Member since 21 Nov, 2012

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