Tommyttk's Recent Forum Activity

  • I also used to use MMF2 which is really out of date now.

    A heck of alot of that stuff that is really clunky to handle in MMF2 is a lot quicker to do in Construct.

    However I would say MMF would still be better if you focus on desktop .exe applications but then there is Construct Classic for that.

    I find expressions easier to work with in Construct as well.

  • I was able to fix the Chrome problem and the capx is available now.

  • When i was working on a zombie game I ended up ditching precision pathfinding and instead gave them a decent Line of Sight system and ability to detect closest targets and a few other useful things.

    They recorded the most recent location they spotted a target and would go to that location. If they lost sight of the target they still knew the last place they saw them and would go there, that often meant they regained sight and could change direction. if they were quick enough it meant they would end up following targets round corners even if they lost line of sight for several seconds. They had a timer. When they spotted something it sent an 'alertness' value right up and for every second they lost sight it reduced. When it dropped below a threshold they gave up and returned to wondering about.

  • OK.. i think i've done it.. in like pretty much just a couple of events as well.. surprised myself there. I should be sleeping but need to upload this.

    Update:

    Isometric Z-order

    Example on Scirra Arcade now. There is a major problem running it in Chrome atm, it doesnt like the way I Z-ordered some things. It works perfectly in Firefox and IE10. I'll fix it to work in Chrome then upload capx.

  • That example is almost there really. Seems like a bit of a hacky way to do it though.

    I did used to know how to do this kind of system in a more elegant mathsy way but i'm a bit sketchy on it now.

    I will probably try making a game with it at some point. I'll definitely see if I can put together a neater solution, although i'm sure someone using Construct 2 must have done it before, its not like its a brand new concept noones tried before.

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  • I played with the pathfinding of multiple instances when i used MMF. Its very tricky to avoid lag.

    You need to devise a system that deliberately slows down the pathfinding calculations.

    Lets say you have 30 zombies. You do not want your cpu trying to calculate 30 paths in fast loops constantly. You need to figure out how much processing power you think you can get away with pathfinding taking up and design it so that it ONLY uses that amount of processing regardless of the number of zombies. Adding more and more zombies would essentially make them more stupid and slower to make their mind up, but you know the fps would be constant.

  • You must have your 'Properties Bar' hidden or lost somewhere then. I think the default position for it is actually on the LEFT of your screen.. but if you do have the properties bar up then effects are like right there in the middle of it!

  • That would be nice. You know I always wished I could bind game controls to my midi foot pedals. Would give such a competitive advantage in multiplayer.

  • LOL fantastic. Just installed it and restarted, loaded up IE10 - 'This page cannot be displayed - make sure the web address msn.com is correct.'

    Um well you automatically directed me to that url IE10 so it better be a valid url!

    As far as I can tell IE10 is pretty much the same as IE9 regarding HTML5 functionality. For what it DOES support though it does seem to run it pretty smoothly.

  • The 'water' effect is a bit of a red herring. I found the best looking water to be made using some kind of complicated combinations of 'glass', 'lens' (for things creating waves in the water like a rock falling into a lake and creating a wave that dissipates outwards), and 'warp' and regular semi transparent layers, then its just a matter of layering objects properly. I'm currently working on trying to produce some decent looking water in a performance friendly way.

  • I have used Synfig studio before. It is rather fiddly to use but you can animate in vectors and attach pngs to the animation. Since the actual animation is separate from the graphics you can swap the pngs at will for different characters. I use it because I can make animations using raster graphics but have super smooth fps as well.

  • It just so happens I'm making a game with some sprites called 'orb1' and 'orb2' right now. I'm also using a lot of WebGL including colour changes.

    You could try applying the WebGL effect called "AdjustHSL" and have the hue altered depending on whatever it is in your game that determines the 'orb' colour. The other way would be to avoid WebGL and simply have a set of animations for the sprite that you can switch for each instance, depending on your parameters.

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Tommyttk

Member since 1 Feb, 2013

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