ErekT's Recent Forum Activity

  • Hello.

    I'm doing a Flashback/Street Fighter hybrid thing. Feedback would be great :D I'm working out the basic mechanics for now so there's not a lot going on yet.

    Double-tap direction keys to run, S to operate stuff, and Shift to bring up the inventory screen. Press any key to start.

    dl.dropboxusercontent.com/u/70562654/G2/index.html

    I voted 'something else' but maybe I should have voted modularity? Anyhows, I'd like some more low-level control, like having project settings modifiable through the event system.

  • TELLES0808:

    I dig the art style and music in this, well done :) Will you include key/gamepad controls? The mouse controls didn't work so good for me, especially when the mouse pointer wanders outside the playfield and I lose control of the ship.

    Muco:

    Cool game idea but I can hardly see the bullets, maybe use a different colored background?

  • We could possibly do a low-res render and stretch to fullscreen, but I'm not sure a software renderer is going to be much good with that still.

    Even so, sounds like something that could help alot with shader effect performance for those high desktop resolutions. I'm all for it :) If you were to implement it, maybe also include an "internal" scaling option for effects that rely on at least a 2X scale?

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  • Yeah, more resolution and scaling control would be great. I'm seeing performance issues caused by this too, even on middle-end computers with high desktop resolutions.

  • Thanks :) Checking it out now.

  • Hi all.

    I'd like to write a function that uses bitmap images for text display instead of system fonts. Has anyone around here done this before? Any ideas on how to best go about it?

  • Yo!

    Construct 2 will scale your game to the device's resolution, whatever that is. Letterbox scale ensures that your game's aspect ratio is kept intact. Iphones all have the same aspect ratio I think? So just make sure your game resolution fits one model and it should look right on all of em.

  • Thanks for that :) Some very good points. I guess it's time to check out Ajax and tme/tmx.

  • I'm working on a Metroidvania myself, actually. Definitely possible but you might want to look into AJAX, project files, tmx. importer, and dictionaries. I think there are some "Metroidvania" examples around here but they use individual layouts for each room/area which won't get you very far in the long run.

    Why is that? Asset overload? Just curious. I'm making not a full-blown Metroidvania, more like a Flashback/Another World thing, but tech-wise they're pretty similar.

  • It's the same kind of logic here, events replace if/else statements but functionally they're the same.

    So:

    [System] Every Tick

    [Event]     On key pressed (LShift)

    [Action]       playerSpeed = playerSpeed + 100

    If you want it incremental you just:

    [System] Every Tick

    [Event]     On key held (LShift)

    [Action]       playerSpeed = playerSpeed + 100

    And so on...

    If you haven't already, you might wanna go through a tutorial or two to get a feel for the C2 "syntax". It's real easy, but the clickiness and some of the C2 terms can feel a bit alien at first.

  • Here's an idea for an AI structure if you change your mind. I did a 2D fighter AI in a different programming language ages ago, and if I remember right it worked something like this:

    The AI fighter has an instance variable called Decision and another timed variable called Decision_Timer. These get checked every tick. When the Decision_Timer reaches zero, it means that it's time for the AI to decide what to do. When that happens, the function Make_Decision gets called.

    Make_Decision checks the distance between AI and the opponent, and then sets a course of action that suits the situation into the variable Decision. For instance if the distance is close the AI might want to throw the opponent, so Decision gets set to AI_Throw. If the distance is about 150 pixels or something he might want to either throw a hadoken or try a flying kick, so Decision gets set to AI_Hadoken or AI_Flykick_M by a random value.

    When Decision is set, Decision_Timer also gets set to countdown 2-3 seconds. If the AI can't pull off the attack he decided on before the timer runs out, Make_Decision is called again. While Decision_Timer is running, it's also good to check if the player opponent suddenly decides to jump or something so the AI doesn't pull an attack that no longer makes sense.

    Let me know if you change your mind about tackling the AI and I'll see if I can dig out the source code to explain it better.

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ErekT

Member since 17 Dec, 2012

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