CoffeeOD's Recent Forum Activity

  • Still newbie with C2, but came up with something that might help you out, at least until someone smarter comes and replies to this topic :)

    Example demo: http://mythargia.com/dev/rand/

    <img src="http://mythargia.com/dev/rand/test.jpg" border="0">

  • Seems intresting, might just solve one of my problems, if so I can save time for other things :P Thanks in advance.

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  • everytick, globalvar"free"=0:> use acceleration towards player

    on collision with obstacles, trigger once:> set custommovement disable, set globalvar"free"=1, pathfind to "player last position"

    On collision with "player last position", globalvar"free"=1, trigger once:> set globalvar"free"=0, set custommovement enabled

    I tried to make sense of this (still bit akward around events tbh), but couldnt get enemy to move towards enemy after hitting obstacle (without using pathfind move along), but I keep trying to hammer my brains to understand, thanks for the help!

    You can also use invisible sprites as way points and have your enemies move toward them in order. You can then add logic to the enemies to stop moving to the way points when the player comes within a certain distance. There are plenty of examples of this type of AI pathfinding without the pathfinding behavior around the forums. Keep looking, you will find them.

    I did thought about markers, but attempts doing so have been poor when dealing with multiple enemies. Will keep looking then.

  • Im creating top-down game where character has 8-directional movement, enemies should follow players while avoiding walls etc. things which are set as obstacles.

    I tried pathfinder but found it bit akward to use as I need almost continuess path updating, even tried to update path upon "arrived" was triggered but enemies were too slow to turn around and got stuck at solid obstacles when path was narrow(ish).

    Best option seems to use simple set angle to player > move forward, but by default enemies will ignore all obstacles. Has anyone succeeded in making enemy AI including avoiding obstacles WITHOUT pathfinder plugin?

    Any tips about pahtfinder are also welcome, best scenario would be without third party plugins as Im planning to upload game to Scirra arcade.

  • I played somewhere to level 13 or so. In my opinion...

    • "Jump" sound should play only when character jumps.
    • Speed was too slow for my taste.

    Didnt found any major bugs and game was simple yet quite fun, tho as I said little slow for my taste. You could also different looking (shape or just color) obstacles, game had kinda bland look but didnt bother me that much.

  • Have to agree with others, jumping seems bit too akward and hard to time which results in unnecessary quick death. About the animations, adding jumping animation would be first step to the right direction.

    Graphics were decent, at least they didnt annoy me which is always good. I dont personally see any need to update/change graphics as they do the job just fine.

    Good start that can turn into fun game once some tweaking is done, looking forward to play updated version, keep it going :)

  • Grapichs and audio fits perfecly for this type of kind game, simple and effective. Didnt see any major problems with gameplay and enjoyed enough to play few more extra levels.

    Small suggestions: add "end" screen for each leve, at this moment if feels bit bland to have level ending without any sort of "grats, yay" type of screen.

  • Here we go again. After horrible brain fart failures trying to make way too complex game I decided to gave up, felt like I really cant make anything decent.

    Week ago I decided to start Construct again, downloaded all the updated and started working for basic game engine. Now I have actually "working" demo and game that, believe or not, looks like game. This is why I again repeat my thanks, I dont feel like beating dead horse but actually reviving that horse with help of Construct.

    Help from the community (I stalk alot, dont post so much) and easy to use engine it was not painful chore to start again, more like coming home from long day at work and finding fresh pot of coffee.

  • Thanks for reply both.

    ludei Sadly this phone does not have internet access so I could not download launcher app, I will have to take a look about that debug APK option later on. Thanks for offering help!

    Ashley I assume so, my project settings are "Letterbox Scale" and "fit to fill" from PhoneGap settings if I remember right. Im not sure on android device itself.

  • Quick question, what is the "PlayerBox" for?Usually acts as hitbox which are for checking collisions. Here is example image:

    <img src="http://www.hitcombo.com/wp-content/uploads/2011/07/street_fighter_hd_remix_hitboxes.jpg" border="0" />

    Those boxes are same type of boxes as "PlayerBox" is and will act as sensor for checking collisions between objects more efficient.

  • Now keep in mind I have no exprience from newer mobile phones, still using my trusty Nokia 2730 classic. Few problems I would love to get solved.

    Testing done with Samsung Xpreria & PhoneGap export.

    1) View problem.

    Normal view

    <img src="http://www.media.rajatila.com/images/ngame.jpg" border="0" />

    Android view

    <img src="http://www.media.rajatila.com/images/bgame.jpg" border="0" />

    Please note Android view is photoshopped, but somehow close to what I was looking at when "playing" it with phone. I have fullscreen enabled with "letterbox" option and tried "fill to screen". Window size is set to 640, 80.

    2) CocoonJs problem.

    I tried to export with CocoonJS and all went well, but when trying to install .apk I got error message "There was a problem with parsing the package" or similiar (translated message).

    Any thoughts how to handle these issues? Game works fine when using PC (web or desktop) and iPhone 4 via browser. Is there some "global rule" when trying to fit game into different mobile platforms?

    3) About testing with diff. platforms.

    Is there any known tool for PC to test game and see how it looks with different android/ios devices? I tried to search but didnt find anything that I would understand :P Tried Bluestacks but even after I got my app "installed", upon launching app I was greeted with black screen and nothing happened, no loading etc.

  • Hey all, new guy here. I've been working on a platformer to teach myself the engine over the past two weeks. This is my (very) short test level I've been using to try features out as I implement them.

    http://dl.dropbox.com/u/135269606/Hobo%20ADVENTURE/index.html

    Thats actually very nice start, I dont usually enjoy pixel art much, but you did wonderful job. Environment looked alive and kicking which was big reason why I enjoyed playing this demo so much, all best luck to your project :)

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CoffeeOD

Member since 13 Dec, 2012

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