shushpo's Recent Forum Activity

  • Hey, good people!

    I have two questions about adding the music into the game. First - is there a way to continue the music theme after the character died and the level restarts?

    The thing is that in my game the new players will most likely "die" multiple times in a row and I don't wan't them to be annoyed by the constant restart of the music theme, tied to this level.

    And the second question - let's say, I have one music theme tied to three themed levels. Is there a way to continue the music after level transitioning?

    Should I make separate event sheet for the music and add it to every level's event sheet and somehow tie the music to the global number which states what level is now?

    Thanks in advance!

  • If I am correct It exists because anything that is using delta time to correct itself is skipping over showing you certain frames to show you the correct frame as if your computer was keeping up. The measurement is totally disregarding the performance of your computer to keep the game to a consistent speed. I imagine if old NES games like Castlevania were to use delta time than instead of slowing down you would have been playing nintendo at 2-5fps which would have made it much harder to dodge say an unexpected fireball.

    As far as converting the numbers, I know exactly what you are talking about. 400px per seconds never turns out to be 400 * dt for me I myself have had to make totally different wild estimates on numbers when using delta time, but I eventually find the right one.

    I see...well, since the tutorial says that behaviors already used built-in delta-time, it means that everything is not so bad, in my case. Most of "moving" things, except some "enemies" sprites are being moved using behaviors in my project, so I'll just have to tinker with the rest (which consist the smaller part of game's objects). Thanks for the answer, though!

  • Hello!

    Recently, I've discovered an issue with a different speed of moving objects on different PC's. At first, I thought that this is some weird bug, but after I did some proper research (which I should have been done at the start), I found the function called "delta-time". This prevents moving sprites, that do not use behaviors, from acting differently, depending on FPS and a system that runs the game. I found a tutorial and a post about that, but I still can't wrap my head around it. Let's say, that every tick a sprite moves on 6px to the right (Self.X + 6), then what will be the analogue of six pixels, if I choose to use delta-time function? Is there any formula that can be used to translate the sole number of pixels into its delta-time analogue? Many thanks in advance!

    Update: Looks like the only way is to rewrite all of the functions that use simple sprite movement and find out the new "speeds" from scratch. This whole time I was seeing the distorted movement speed that was based more on the specs of my PC than on real numbers (I suddenly realised that 6px per second is much much slower that I saw everyday in my browser for the past month

  • Would this work for you?:

    https://www.dropbox.com/s/3hlbjvvzpl9kn ... .capx?dl=0

    No need for a spawner, everything works off the block behaviours. I've also included a check to move the avatar out of the block if it resolidifies whilst they're overlapping.

    This is just what I needed <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /> Thanks a lot for your help, mate!

  • Hi there, good people! I am stuck with the question on how do I make blocks that can disappear after player stand on them and after a few seconds, respawn back at where they were.

    I ended up with making two separate objects: sprite for block (with Fade and Solid behavior) and invisible sprite for spawner (with Timer).

    How it goes so far:

    • Player collides with a block.
    • Block starts to fade out.
    • The timer on spawner starts.
    • After the timer ends, a block is created on a spawner.

    It's the short version of what I tried. The main problem is that after the timer ends, it spawns new blocks on every spawner, including those that still have a block on them.

    Is there any way to check if there is no block on the spawner, to prevent all this? Or is there any way to write a universal function that can mention the exact spawner, from which the block

    faded away?

    Big thanks in advance!

  • My advice would be to make it large and go with it and if it affects performance you can always scale it down and re-import. If you notice any performance hits you can always make a copy of your project and import scaled down versions and see if the backgrounds are the issue and if so do the reduced sizes still meet your quality threshold.

    I have used some pretty large backgrounds and not had any noticeable slow down on PC. If you were making a bullet-hell shooter with hundreds of sprites and lots of effects then it might make a difference, but with a platformer, I wouldn't think so.

    Thanks for the advice!

  • Hi, good folks! I'm kind of in a struggle with choosing the right resolution for the art assets.

    I am making a platformer game with hand drawn (on a graphic tablet) graphic (so, no pixel art).

    As my graphic style is rather specific, tilemaps are not really suitable for the most part my project.

    So, I decided to draw the whole "immovable" part of the level and later import it as one whole sprite on a separate layer. The actual "interactive" part of the environment will be invisible and will be on main layer. It will be just "a skeleton", made with simple forms.

    The first level of my game is 3x 1920x1080 screens (5760x1080). So, the question is: should I draw the level in the exact same resolution or should I try to double it and the scale it down in C2?

    The main reason of why I am asking this question is that since it is raster based graphic it will look bad on screens with bigger size than 1080p.

    I am also worried if such a massive sprite will affect the performance of the game (I plan it only for PC release). Does the scaling is always good? Does it helps to prevent quality loss when the game scales the screen to the bigger resolution?

    Thanks in advance!

  • One more piece of advice: START SMALL.

    A lot of people have this first game idea that is this huge platformer quest or RPG or something that will take years to complete. My advice would be to pick a small project that you know you can finish in a few weeks or months. Project 2 can be bigger, but while you're learning, it's so important not to bite off more than you can chew.

    Yeah, at first I had a lot of ideas but I try to cut everything that seems to be too complicated and make it as simple as possible Thanks for your response though!

  • Cipriux, mekonbekon and zenox98 Thank you! I'll look into your advices. Looks like I need to do some more digging into the basics (especially those that are not in the free edition), before starting the project Have a good day!

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  • Hey, I just wanted to ask if there are some general advices or things that I should consider before starting to build the project.

    I've tinkered for a while with free edition and now I'm ready to buy a license and finally start to build a full game, from start to finish.

    It will be a platformer with hand-drawn graphics and animations. If you got any useful tips for a beginner, I'd be really glad to hear them!

    Thanks in advance!

  • Well, I've tried the method above, but it did not work for me (for some reasons). So, I tried multiple ways, including using timer and other tools.

    Finally, I found an easier way to do the trick (maybe anybody will find it useful).

    So, I make a box and set Platform and Solid behavior to them. I set Solid behavior initial state as "disabled".

    Then, I create an event which concludes of two conditions. First: Player box is overlapping box at offset (0, 10). Second: Player box Y coordinate is less than box's Y coordinate. Then, assign an action: set Solid behavior enabled for box. Add sub-event: Else, box's Solid behavior is disabled.

    This way lets you move boxes (I guess that precision can be achieved with tinkering with the Platform behavior of box) and it does not interrupt the walking animation of a player.

  • You could do this with the platformer behavior + a little bit of custom work:

    1. Create an instance variable for the player called prevx.

    2. Create an invisible sprite for the top of the box.

    3. Set the top sprite to solid so that the player can land on it.

    4. Every tick set boxtop.x + box.x

    5. Box -> is overlapping player -> set box x = self.x + player.x - player.prevx

    6. Every tick set player.prevx = player.x

    Sounds promising, I'll try it. Thanks a bunch!

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shushpo

Member since 20 Jun, 2017

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