Windwalker's Recent Forum Activity

  • Frederico I scored 14200, I think your game needs a scoreboard, and maybe some extra actions every now and then... like bonuses, or penalties of sort. Maybe a fly comes to your face? Maybe you have to pull stuff out of your nose?

  • I think it has potential, love the pixellated ground.

  • In my example I had to switch between locations very rapidly with more than one units under players control, so rho 's advice it was not an option to me. So I did a very large layout, limiting the movement of camera according to where the player was. This cost me performance about pathfinding behavior, but other things went rather well. I have now reached an acceptable performance when I removed invisible sprites that had some movement cost.

    Probably be able to show it of in a couple weeks...

  • Katala thanks, awesome. Please keep us updated, as your prototype seems to be a very nice and solid foundation for something great!

  • Katala thanks alot. May I also ask about bullets? Are they physics objects, do they handle frameskips in case of lag etc?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Katala it's awesome! Could you talk about the AI?

  • It's not that hard. Use an array. Different values in arrays could mean which room to load. "0" would mean no room there.

    Then you can make a nice loop to check for each array location to check neighbouts, and if 0, no door there. If not 0, there is a door. And to which room that goes is defined by the neighbours "number".

    Only difficulty lies in rooms that have more than one doors towards same direction. Imagine a large room with two exits to right. For this to work, the large room itself should take two "squares" or "positions" in the array.

    Or you could use a 3D array perhaps?

  • could you further talk on this of you have the time? A couple weeks ago I tried to the same thing but failed. Imagine an enemy in the secret place you want to "find path" and "check for collisions" with other elements in the secret place. But since the secret place is on another layout no one is moving until you go to that layout, even if you include it's event sheet? So you can "goto secret place layout" but then main "layout" stops, and you just can't run both of them together.

    The way to solve this was to mathematically model all the behaviours and events in both the secret place and the main area in an event sheet, and update each tick. Upon entering the secret place you draw secret place objects, and upon exiting you draw normal place objects.

    Which was borderline impossible/unneccesarily long to implement and debug.

    v00d0, what I did to solve my problem can be described as:

    1-)Use a large layout

    2-)Use a global variable to keep current location ie outside, inside secret place

    3-)Place your secret place sprites somewhere in the layout, way far from outside sprites

    4-)Define camera limits for outside and inside

    5-)Switch player location and camera when entering/leaving the secret place.

    I hope I could describe it :)

  • Creepers just a humble advice: if you are not already doing so, use a rather small, invisible rectangle sprite for all your character interactions, such as collision checks, arranging angle etc. Then pin your animations sprites on top of it. This way it's easier to arrangle angles, do stuff, and prevent some jittery animation/collision bugs. A good idea is to place the origin point of the rectange to bottom mid. Thera re nice tutorials from reddit university on youtube where this is explained thorougly. And please forgive if you are already doing all these :)

  • You could put all sprites in a layer into a family, and use for each "family layer 1" set time scale to x. I think...

  • Thank you -Silver- for a while I was sure you got the win. Effort surely counts but your art was so mesmerizing!

    You know, it was so good, in fact, I though it would look so very good instead of my own titlescreen/menu :) And imagine Blossom in your tree instead of my circuit-board tree!

    It's late into the night now, I will write more about the game tomorrow, now that the competition is over. I intend to polish it and put it into arcade, facebook and into mobile stores if possible.

    tulamide, thanks for this great opportunity, though submissions were not much in number, it still was a thrill for me and I really, really learnt alot. It's first time I designed such a simple game, and yet it surprised my how much effort still goes into it.

    Hope the best for Blossom too, least we know she will never get bored now with so much possible journeys with it:D

    -Wind.

  • Sebastian, nice concept and theme! Any gameplay videos yet?

Windwalker's avatar

Windwalker

Member since 2 Apr, 2013

None one is following Windwalker yet!

Trophy Case

  • 11-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Email Verified

Progress

13/44
How to earn trophies