OlivierC's Recent Forum Activity

  • same here. It does indeed work again when I delete the only effect I had, a tint modifier

  • Ashley

    Hey I was wondering if there was any plan to make the image point of tilemap object editable, or at least to be able to center it like on the text objects. And combined with that, would it be possible to rotate the whole tilemap object like any sprite? I tried pinning the tilemap object to a dummy sprite and rotate it but it does not work.

    I managed to implement it with regular sprites, the old fashion way, where each sprite represents a cell and pinning them to a dummy sprite and rotate that one, but it would be much easier and more optimized if it was possible with tilemaps

  • RetroYak

    Ho, the update is what you already saw, I uploaded it earlier today. I keep uploading to the same folder, so if you check out the same URL regularly (about once a week, I mostly work during the week end), you should see updates.

    Edit: I put the link in my signature

  • RetroYak

    Hey, funny you commented today, I just updated the game with speak animation and basic inventory stuff (nothing to pick up yet, but all the functions are here and work).

    Since my project is 320*200 pixels and that it's rendered in low resolution, not upscaled, it's rather small, so I just set the cell size to 1. I would be bad idea for an HD game, but here it's fine. The reason your character waits is probably because you're working in higher resolution so the path is longer to generate.

    Cell border is 0, max speed is 100, acceleration is 600, deceleration 500, rotate speed 600.

    I have been having problems with pathfinding lately, sometimes the character will just stop, turn 360 degrees and start walking again. I don't know if it's something I did or if it's a bug in construct. I did not mess with the character movement in a long time, so I don't know what may have caused this

  • very cool; can be very useful if used with AJAX, to script cutscenes

  • This is a proof of concept I have been working on today, trying to convert an old thing I made in javascript.

    It just takes a list of 3d vertices and render them in 2d using sprites.

    Implementing a full game using this technique would be really hard and slow but it can be nice for a title screen. I' thinking of using it to make a starfield

    CAPX

    DEMO

    Controls:

    • Left button (hold): rotate object
    • Right button (hold): move on XY plane
    • mouse wheel: move on Z axis
    • double click: Morph to next object
    • middle click: reset position
  • Thank you. The FPS is set 12 frames per second, it's very low, but that's what I measured when I played the original monkey island. But I can easily modify it, just need to update a variable. Right now you can turn it on and off in the main menu options, but I might add several values (12/24/60).

    For pathfinding, I'm using construct's behavior, not much I can do about it. I tried something once where it would actually save the coordinates of the target position in variables (where the user actually cliched) and when the character reaches the end of the path (which could be a couple of pixels off), move the character to the actual target position, but I was getting a choppy effect, it did not look good.

    Right now it's a bit slow because I'm making new artworks, I'm upgrading the test scene with actual graphics of what the game should look like, so I have spent more time in maya and photoshop than construct.

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  • I guess a swf-Plugin would fix the main problems with cutscenes :)Kinda defies the purpose of using HTML5

  • Nothing, the plugin was made before there was an official one. Rexrainbow himself says in his thread that users should no longer use it

  • Done. Then you can display the result with an infographic made with construct ;)

  • checkout the litetween plugin, it's exactly what you're looki?g for : LiteTween

    Edit: littleStain beat me to it ;)

  • Sorry, I do not post in my own topic like I said because I did not make as much progress as I wanted to. But just to show you that the project is not dead already, here is a small update:

    http://soletme.free.fr/SCUMMClone/

    lots of work in the background, the event logic got revamped. Started working on objects and actions. For now, objects only means things you can you can interact with, not item you can pick up, it will come later. I made a simple scripting system so that each action can trigger a simple line of text or more advanced stuff. For a demo, try to do the action "look at" on the window of the main room. The character should walk to the window, say something, pause, turnaround and finish his sentence. This is all loaded from a text file and in the future it should be able to handle animations, character moving around, interacting with objects, passing object to each others... In fact, even something as simple as the player saying a line of text is also a whole scripted action sequence, but with only one event. This way, simple dialogs and more advanced action sequences are handled the same way.

    I also converted the doors to the same mechanic as the lucasart games. Now you have to click on the door "object" to change layout, not just walk over it.

    More to come soon.

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OlivierC

Member since 7 Sep, 2013

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