jojoe's Recent Forum Activity

  • Edited :

    Ok I found it, it was on the download page.

  • I will be starting 2 commercial project's soon, I could use the help.

    I can offer profit sharing on the final product, but the up front work has to be on our spare time. No one will see anything until the game actually starts selling. (deferred payment)

    I have basic knowledge of C2, Blender GE, Unity, UDK, Crystalspace, Irrlicht, Ogre rendering engine, and a few more really old ones. I have been mainly involved in mod development, but I have a few small games of my own, and I have worked for professional game studios. Most of my work has been for local TV commercials and for architectural visualizations.

    I am hoping that I can use Polyvox and Irrlicht for one of the next 3D projects.

    Construct 2 is a definite though for the other 2.5D games.

    I am mainly an animator, but I also do a lot of other art forms.

    Looks like you already use blender so we would be using the same tools. I also use Inkscape, and GIMP for my 2d work.

    I did this in only a few days:

    warlocks-reign.com/games/AI-demo/index.html

    please excuse the appearance. I just was doodling while I was leaning Construct 2.

    In the next week or so I will put up my new game, I can PM you a link if you are interested in joining up. I am waiting on our last project to get published so I can have the rights to post screenshots of my models, and a demo reel of some of the content I made.

    I am 40, so I know a lot about Retro-gaming from first hand experience.

    Right now I am trying to get a studio together with some retro-like titles to begin with.

    I need a game coding partner, and another person for Public relations helper at the moment (java,PHP).

    I can program some very advanced AI, and GLSL shaders, and I am no stranger to programming in general. I just want a coding partner so we have someone to give the "art" perspective, and another view from the "optimum performance" perspective. To share the work and design of the upcoming titles as well.

  • jojoe Check out this custom plugin. :)

    Thank you so much :)

    I added a bit in that thread too about the alpha system.

  • This is great! Thank you tanoshimi I just requested this in another thread as a suggestion for Construct 2 updates. it is on page 2 if you are interested :)

    http://www.scirra.com/forum/topic62646_post387830.html#387830

    I describe an "alpha" system for promotion.

    The system was very useful for situations where they wanted troops to follow the next in command, or if they wanted the Strongest, or the boid with the most health to seem to take the lead as the alpha.

    Please excuse me if you have already added something like that.

    I am looking forward to getting off work, and trying this in my spare time 8)

    Thanks again tanoshimi :)

    Edit:

    A way to choose 2 or more animations to randomize would be really neat too. That way they would not all be walking exactly the same way, some can have a limp, some can have injuries, or a change in armor, or clothes. That would all be possible with some sort of animation randomize-er. I understand it would be really easy to just do this with the current on create block+object set animation random (X,Z) . I am just suggesting it to streamline production usage :)

  • I am curious what others think of business model like that?

    I have "crowed funded" projects like blender for quite a few years. I would definitely be into paying a bit for some great plugins.

    Maybe they can work out something with the Steam Workshop, so that people can sell their stuff on steam as DLC for Construct 2.

    BTW my other message was to the OP, he seems like he got burned out after some design did not work out for him. Sorry to ramble on about newbie maxims. Too much coffee on my part I think :) sorry about that.

  • A delayed parenting system would be neat.

    A few of the game engines I have worked on they have a feature called "boids" or "flocking".http://en.wikipedia.org/wiki/Boids

    It would be extremely useful for fish or birds (I think boid is a joke name for how some Americans pronounce birds).

    It is also useful for moving large numbers of objects like groups of infantry for a Real time strategy game (RTS) or moving a bunch of mobs in a tower defense game with dynamic paths and dynamic objectives.

    One of the engines has a promotion system to choose the alpha boid ,(the one that all the others will seem to follow). After the alpha gets destroyed, it would choose the next boid to take over the overall flock's path.

    If it is not too much trouble can we have something like this too?

  • Neat! I like the little pig one.

    Did you win a contest?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • The biggest part of game design is making something entertaining with the tools you are provided.

    If you can not make HTML5 games now with it, then you need to learn it more, or choose a different platform.

    DO NOT sit down and plan out a huge game for your first projects with ANY game engine.

    Make a few stupid little games, and see how far you can push them until you break it. Then you will understand the limitations.

    If you do not know your limmits, then you will design poorly, every single time. No exceptions.

    Dont start out making an advanced game for phones, or any other specialty device. Learn the game engine first making desktop based games.

    Once you master desktop games, then try to streamline them.

    So many new people to game development think they can just start out as a master with out any training or practice.

    It is like signing up for a Karate class, and on the first day insisting that you should be able to defeat a 200th degree black-belt.

    Or it is like buying an top quality guitar, and insisting that you should be able to play SLAYER or Van Halen on your first try.

    This is like any other art-form, you need to learn it before you can master it, or judge it.

  • It can be really simple for the keypress checking.

    Add an instance variable for the max speed and do something like:

    when Throttle key is pressed condition on the same block with a maxSpeed>100 . Then the action set to add 1 to the max speed variable.

    That is so that 100 is the cap, and they can not hold the throttle key longer. then set a decelerate key to subtract from the maxspeed variable or have it reset on a throttle key up condition.

    It would probably take less processing power to just cap the throttle rather than trying to get the current speed of something, and then capping it.

    I can see when getting the current speed would be needed, especially if the car collides with things that will slow it down.

    The above example would be better with something like a space ship, but with a little complexity you can probably make it work for you.

  • I have had pretty good luck with Audacity and the free plugins they offer.

    You basically just use the tone generators, and "play it by ear".

    If you own a C-64 still you can use an emulator like CCS64 or Vice-64. Then you can use the native SID emulation to get pretty close to the original sounding SID chips.

    They use a old basic interpreter so generating sounds is pretty simple.

    If you do not want to learn the old school style basic you can also use Audacity to "rip" sounds, so you have a reference.

    Once you have a reference sound it is pretty easy to emulate them in audacity by generating tones, and speeding up or slowing them down.

  • procrastinator made a great post, the frame by frame animation is crucial to learn. I totally suggest everyone at least go over the basics.

    Frame by frame animation by hand is a very hard talent to master. I use Blender. It is a free application with lots of online tutorials. If you want to spend a little money Maya and Cinama4D are quite popular too. I think Maya might have a "free" version too. I might be OK to use it for non- commercial games.

    If you want to save some money though, or you are just curious about animation in general you might want to give this a try. They have a few free movies they made with it. It is a very serious application.

    Blender has a Fluid simulator, and a few tools to break and shatter things.

    You can also do some very realistic smoke, and fluid simulations too.

    blender.org

  • That is a great tip justifun. Thank you, I am going to try that now.

    I was just coming back to say I found a little workaround. I had the rock spawn a cartoon "POW" sprite, and the "POW" sprite destroy the instance.

    I like your way better though justifun. It sounds a lot more elegant simple. I would rather not have my special effects colliding with things. :)

    Thanks very much :)

jojoe's avatar

jojoe

Member since 29 Dec, 2012

None one is following jojoe yet!

Trophy Case

  • 11-Year Club
  • Coach One of your tutorials has over 1,000 readers
  • Email Verified

Progress

13/44
How to earn trophies