Rhindon's Recent Forum Activity

  • BUMP! A link to PLAY the game-in-development has been added.

  • As usual, rock. Thanks!

  • I'm aware of the current rounding math expressions (round() and ceil()), which round to the whole number. How would I go about rounding to the nearest decimal, though? I'm wanting to do a stop-watch timer on the HUD with the total accumulated dt rounded to the nearest tenth of a second. I tried to create a second global variable to account for the fractions of a second, but that didn't work out...actually, it was worse. LOL

    Any suggestions? Thank you!

  • Yup! Tis me.

    And since I've had the chance to play your demo, I'm very eager to help promote it.

  • Tetriser - It's definitely coming out for Android.

    signed "the unofficial PR for NotionGames"

  • Ya know, I swear that's exactly what I've done but the image never seems to load.

    Do you have to enter the URL first and then select it, as you explained...or can you simply past the URL in the tags?

  • And how did you get the image to load? Every time I try to use the image tag, it never displays...

  • Whoa! That's impressive!

    I'm actually going to have the shadows cast above the objects that are casting the shadows, so all the textures will be hidden. No one would see the stone details.

    But yeah, that's the basic kind of maze idea I had in mind.

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  • mercuryus - Well now, that IS quite the viable option! Quick, too!

    The "problem" is that I want to encourage a feeling that people can actually directly contribute to the game and hopefully generate more interest. But this is definitely a worthy resource. I may use it after all. Thanks!

  • UPDATED July 27, 2014

    NEW TO THIS UPDATE!

    • Improved lighting effects - watch it glooooow!
    • Controls for left- and right-handed players! (There's no bias here.)
    • A second hint feature! (Because finding your way in the light is hard enough.)
    • Both hints are now of limited use to make the challenge even harder!

    THE STORY

    Lost in a mysterious labyrinth of mazes, and haunted by faceless demons, a lone soul in despair wanders the eerie corridors in search of salvation.

    THE GAME

    Mazes are about to get a whole lot darker.

    I've been playing around with the Shadow Casting behavior, and it inspired an idea to take traditional mazes and make them more of a mystery! Using the Lighting capx (see the examples link on the Start Page of C2) to set up the initial lighting effects, much of the maze will be hidden. Sections will be specifically illuminated to offer hints or just to make you wonder if that's even in your path to the end. (Picture a street light lighting a darkened alley in New York City.)

    Check out the (unfinished) demo here: Lost Soul

    Platform: Browser and Android app

    ABOUT THE FEATURES

    I'm aiming for a low-light glowing effect to add a touch of atmosphere (and to combat any dull graphical look).

    So far I've included:

    • "Swinging ceiling lamp" effect for the main spotlight over the character icon
    • "Backlit cutout" font effect
    • Corridors with dimly lit sections
    • "Glowing" tile floors from the light given by the character icon
    • Two hint features that add to the lighting effects

    Besides the obvious touch - the near-complete darkness overlapping the maze - other challenges I plan to include...

    • Custom-made mazes from players like you!
    • Beat the clock (as detailed by the timer)
    • Speed Completion ranking! (So you found the way out...now do it again FASTER!) Rotated mazes & altered start/finish positions (same mazes but altered orientations - vertigo not included)
    • Full-maze View assistance
    • PRESENTS! (My fiance lovingly insists there be presents in my games. I'm happy to accommodate.) Now, what's inside the presents...?
    • Randomized items in random locations (time bonus, hint usage bonus)
    • A HUD map to assist in navigation showing areas of the map already explored.

    Let me know what you think - the good, the bad, and the not-so-glowing.

    As mentioned above, I'd like to open the option for all of you to create your own mazes to add to the game. Just break out some graph paper and fill in the squares!

    If I use your maze - and I don't see why I wouldn't - your name goes into the credits, too!

    If you have any questions, ask in the comments.

  • kbtbc - Naw, man. You're fine. I was just trying to make sure I, personally, didn't sound unfriendly. I surely didn't want to accidentally seem like I was insulting your intelligence or telling you something you might have already known.

    In short, I was just highlighting both sides.

  • In the manual for the Shadow Light object, we read, "When using a light radius, avoid placing the light very close to or directly over a shadow caster. Shadows can fail to render correctly in these circumstances."

    This is quite evident during my tests to understand how this new feature works as getting up close to a Shadow-casting object usually results in the shadow disappearing altogether, regardless of the settings of light height or light radius.

    My ultimate question, then, is how to best work around this. My basic set up presently includes two objects - one with the 8Direction movement behavior and the other with the Solid behavior. I position and pin the Shadow Light object on the moving object, as well.

    Thoughts? Suggestions?

    One environment I'm envisioning is series of hallways and corridors...

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Rhindon

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Member since 8 Jan, 2013

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