DoudouSupreme's Recent Forum Activity

  • Hi guys,

    I'm trying to the following thing:

    If enemy "is alerted", pick all enemies that are "not alerted" within say 200px distance of that enemy and change their variable to "is alerted".

    How would you do that? I'm struggling to do that in Construct2, any help would be greatly appreciated.

    I don't want to have NMEs doing nothing when one of them has for example spotted the player, that's why I'm trying do to that.

    Thanks

  • Apparently this version has been optimized by some guy and was last updated in May 2013:

    funhazard.com/xna-resources.html

    funhazardgames.blogspot.it/2012/10/2d-shadows-part-2-manual.html

  • I'm currently working with Dismach, and so far he's been very professional with me and polite at the same time. You don't like his art, fair enough you don't have to work with him, but please stop airing your dirty laundry on a forum.

  • That's the system I'm currently using and it's CPU heavy. It's pretty hard to get a decent framerate, that's why WebGL would be awesome.

  • I'm basically trying to do the same. From what a friend told me when he looked at it and what I understood, it's not possible to do multiple passes with the current renderer in WebGL. It's probably more complicated than that but I'd really love to have a decent lighting system.

  • Hi,

    I'm trying to make a game that is relying heavily on lighting / dynamic shadows. I found this demo posted by R0J0hound using the canvas plugin:

    dropbox.com/s/y2z9fjaflqrqdkc/shadow_cast%20.capx

    Apparently the size of the canvas affects the frame rate. I have tried adding canvas alone to a 1280 * 1024 layout for example and the frame rate dropped at 30 FPS.

    I was wondering if it was possible to pin the canvas to an object like say the playable character. I have tried in the example above by pining the canvas to the light called target but the drawing of the shadows is all wrong now. I don't know if it's because I need to recalculate the shadows in the event or if it's simply not possible.

    I want to be able to move the canvas around depending on the player position so I try to limit the size of the canvas to let's say 512*512 for example.

    Any help would be greatly appreciated specially as I'm pretty bad with math.

    Cheers,

    EDIT: Well we managed to get the canvas follow the player, so it's working as intended. However depending on the computer, perfrormance are very different and I need to find way to optimize this.

  • Not sure if this has been said already, but something like this would be nice:

    <img src="http://i.imgur.com/udS9oWc.png" border="0" />

    I'd love to have something like this as I currently need it.

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  • Hi guys,

    We are currently looking for a 2D artist to join our little team :)

    But before going any further, I'll present the team, our project, the objectives, and the person we're looking for.

    My name is Karl and I'm Associate Producer in the game industry. I bought Construct 2 in the first place to see if I could make my own games. Because I encountered a few issues with my programming, I posted a few questions on the forum and this is how I met Antoine (http://www.scirra.com/users/guizmus).

    After chatting a bit, he decided to join me to try make a game together. Because I was no longer alone, we decided to redefine the game concept to try make something fun, a game we would enjoy playing ourselves.

    So after defining the type of game we could make and the scope of the project, I wrote the new game concept to define clearly what we want to achieve. I set up a board (Kanban type) to planify the next features we would develop and filled a backlog organized by priorities.

    Concerning the game, we are going to make a top down game similar in terms of quality to Hotline Miami and the recently funded Darkwood. Gameplaywise, it will be a different type of game, we don't want to make a clone of those games, so it won't be a top down shooter or a survival horror. It's important to make something original if possible that would get us excited throughout the production. We already have a prototype in progress on which we work on a regular basis.

    As for the art style, we haven't defined it precisely yet because we would like the artist that would join to take this in charge as he will be better at defining it as it's his domain of expertise. Nevertheless, we think in terns of quality, Darkwood is a good benchmark: youtube.com/watch

    Our objective is to make a 5 to 10 minutes polished gameplay video to showcase the project and depending on the reaction / feedback, start a crowd funding campaign to set up a company if it's successful. We would like to try finish the demo by the end of August even though that will depend a lot on our personal life and if we find an artist obviously :)

    We know we haven't revealed much about the game itself, but if you're really interested we will obviously take you through the game concept. Please don't hesitate to contact us, or post your questions here, and we will kindly reply to them.

    Finally, if I have introduced us and explained all this, it's because I want to insist that we're both serious and experimented in our own field, and therefore we're looking for someone who wants to be part of something. It was important for us to come up with a game idea that we could possibly make and not just start a project that would have no future or interest.

    Thanks for your time and consideration,

    Cheers,

    Karl

  • Nice, thanks for the explanations.

    Yeah it's true they're moving quite slowly, it's because I want at some point to have some kind of village :)

  • Thanks a lot! You taught me again lots of new things with just one capx :)

    I did not understand why "random(Volume.Width)+Volume.X" worked untilI realized that you had moved the origin!

    It seems I made things more complicated than they should have when trying to get the UID of the volume.

    Another question for you, how does the NodeAtX ? NodeAtY works?

    I suppose they are the coordinates where the sprite is heading.

    And I suppose this is the index "NPC.Pathfinding.NodeCount-1" but why is it negative? I mean the first node would be something like (0 - 1), why is not crashing? Or there is a security to prevent it from being negative and makes it 0?

    Thanks a lot again for your help, I really appreciate and I hope my stupid question help others too :)

  • Hey again!

    Well I tried to do what you say but I'm not sure what to change really.

    I have attached the capx:

    Capx: dropbox.com/s/bo86yliy7er6fcs/Bound_2_Object.capx

    I'm going keep trying what you just said. Thanks again for your help :)

  • Hi guys,

    I have tried to restrict the movement of my NPCs (blue square) to a specific zone (yellow sprite). I'm using the pathfinding behaviour to assign to the NPC a random path.

    <img src="http://img46.imageshack.us/img46/1072/lxd4.jpg" border="0" />

    I have tried to tell the NPC to navigate in a certain volume but again as usual I struggle to retrieve the volume UID, to constrain the NPC to volume is overlapping with.

    I have tried something as below, but it does not work, they are not restricted to the volume they're overlapping:

    <img src="http://img844.imageshack.us/img844/3289/x5nc.jpg" border="0" />

    <img src="http://img94.imageshack.us/img94/6340/pb58.jpg" border="0" />

    Thanks for reading me and thanks for your help.

    Guizmus: I can't reply to your PM, I don't have enough rep yet ;/

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DoudouSupreme

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