Excal's Recent Forum Activity

  • I recommend a Dropbox account.

  • Given this situation, here's what I would do, although I will admit I am still learning C2.

    -Make each level its own separate layout.

    -Have a 'map' layout, and have parts of that map take the game to some other layout. For example, a point on the 'map' layout takes the game to the 'lake' layout.

  • Play the latest version here.

  • Just set a variable that increases each tick the jump button is held down, and if it gets to a certain value, make the jump go higher?

  • This is eventually going to be my submission to the Newgrounds Construct 2 game jam.

    Today I finished up the art assets and have replaced most of the placeholder graphics with these new ones.

    I'm looking for feedback, especially in the area of performance! My goal is to eventually turn this into an iOS game, but I'm a bit worried the number of objects on screen might make that kind of hard.

    PLAY THE GAME HERE

    First devlog

    .

    UPDATE: The full .capx to this game is now available in the Tutorials section! Just an update: the full .capx to this game is now available in the Tutorials section!

    Wave-Based Space Shooter With Asteroids And AI Enemies

  • Well done!

    Here's what I recommend:

    -When a player goes to instructions, the menu music keeps playing as it should, but when I go back to the main menu, the music stops and starts over, which feels awkward.

    -The animation feels slightly off when gliding and landing on a pad. The sprite's feet go 'into' the floating block and then the character stabilizes on the block. I would recommend increasing the collision box or accounting for this in some other way so landing on a block looks smoother.

    Great job so far, by the way!

  • Bump, anyone?

    I'm currently thinking of pinning an invisible object at X distance and at some angle away from the ship's current angle when it turns to fire at the player. The ship would then move towards this invisible object when not firing.

    Anyone else have ideas on how this would be implemented?

  • Do you build these prototypes in C2?

    I ask this to all 'prototype services' because if it's not in C2, the prototype itself is not much value to me as an indie.

  • This is part how-to, part discussion and theorycrafting on AI.

    The built-in pathfinding AI is excellent for finding a path towards a point, but I would like to delve a bit further into AI behaviors that can be created from this. In particular, I am aiming to construct an enemy that rotates towards the player, fires a bullet, then rotates to some other direction and moves, and repeats this behavior. This is more advanced than simply having pathfinding move the enemy towards the player.

    The main issue to deal with is dynamically generating a 'move point' for the enemy that is not in the current path of the player. Not being in the current path is important, otherwise the enemy will be moving to be shot by the player (dumb AI). One implementation of this I can think of is drawing an invisible line in the direction of the current player angle and seeing if the proposed 'move point' intersects with it, but this could be costly in terms of performance.

    For the other aspects of this behavior, pathfinding takes care of finding a path to the desired 'move point', and instance variables can handle the timings of the rotate-fire actions.

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  • I'd like to piggyback on this, although I will admit I am not too familiar with how C2 handles large scenes.

    A lot of modern 3D game engines have portal-loading, in which the next part of a map is loaded once a player reaches a certain zone. For example, if a player gets within 200 meters from the next zone, begin loading the next part in the background. Does Construct 2 have a way to do this, or is this already handled in a much more efficient manner?

  • Sure!

    SpaceGame.capx

    Not really stripped down, but the only relevant part to look at is the EnemyHandling group.

  • By invert the collision, do you mean check if the player isn't colliding?

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Excal

Member since 9 Mar, 2013

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