DrewMelton's Recent Forum Activity

  • For 3d, I use Modo and Zbrush. I also have Photoshop CC, Painter X3, and some other stuff.

    I'm not really ready to show off my platformer yet, but here is a sneak peak.

    The image has been cropped since there was a bunch of "test" junk in the layout. These are NOT the final graphics. It's just some stuff I threw together to get some tests going and see what it looked like.

    The final graphics will look even better. Most of that was thrown together sloppily. The ground was done as fast as possible just to give him something to stand on, for example. The backgrounds are a better example of what it will look like. The character model will be refined as well.

  • Hmm, well I'm not the one to ask since this is not my area of expertise, but I'll get you started.

    The problem with not picking the same number twice is making sure the computer knows that that number is out once it's been picked. This means you'll have to use some variables. Ideally, you would have a way of "ending" the event or at least resetting it, but you have not told me how this will be implemented, and I'm not sure I'm qualified to code this anyway.

    I made a capx to get you started. It will choose a global variable which corresponds to a number, then it will mark that number as zero so it will not be picked next time.

    Now, it's not perfect. This is just a start. You'll have to tweak it to work with your game depending on what you need it for.

    I set up two boxes to click. One will give you a number until all have been picked. The other box will reset the variables to default values so you can do it again. Set this up however you want in your game. This is just one way of doing it.

    Again, this is not my area of expertise, and I have things I need to work on. If you need more help, head to the "how do I" section and ask there. Maybe someone will have a better answer.

  • Why do you need the same number to never be picked again?

  • I haven't abandoned it yet, just sitting it aside until I get my platformer presentable, which shouldn't be too much longer. Then, I'll have a choice of which game I want to take to completion first, and I'll be able to get opinions of which one has more potential.

  • DrewMelton

    Nice work -- the blue hero character with the sword reminds me of the Sega game "Golden Axe"

    Lol, the characters ARE sprites from the Golden Axe Sega games, or at least the placeholder sprites are.

    I meant to replace them with my own 3d models that would look like the portraits on the right, but I am dedicating my time to my platformer game at the moment, so that will have to wait.

    I also concentrated more on programming than graphics in that game since it had so much going on. That's why I didn't get around to completing the visuals. The HUD and portraits are mostly finished, but the character sprites are just placeholders.

    My time with the game got sucked up by programming rpg stats, randomly generated levels from an array, and so on and so forth. The game is well over 1,000 events just for what I have now.

    I'm putting it aside though, since I'm not sure about what direction to take the game. My platformer is looking promising, so I am going to work on it instead for now.

  • Here a screenshot of a game I'm working on. I haven't posted much about it.

    Obviously, it's nowhere near finished. I need to replace those Golden Axe sprites with my own 3d models (that will look like the portraits). The levels are generated randomly from an array. I still need to work on the starting points and game objectives. Everything you see is functional (mostly). The game is turn-based like the Civilization games. It's mainly a rogue-like.

    I have the fog of war turned off, and the mini-map is currently off.

    I'm also working on a platformer which I have not posted yet. Either this game or that one will be the one I finish. I haven't decided yet.

  • You'd have to use On pathfinding arrived to trigger a final behaviour to finish the precise positioning (LiteTween) & orientation.

    I figured that'd be the case. After doing some more tests, I ended up using the moveTo behavior for the final adjustment. I just need to make sure it doesn't look too awkward. I don't want my characters doing a nice walking animation and then sliding into place at the last second. These will be 3d models that I will be building and animating. I'm just using placeholders from old games for now.

  • Yes, I have the image points for both objects set to center. I even tried moving them to the edge to see if it would go further, but it didn't make any difference, so I put it back to middle.

  • hundredfold I'm afraid I'm not sure what you mean. Can you be more specific?

    I have it set to go to the target's x and y coordinates. With the image point in the center, I assumed it would go to the center, but it always stops right in front of the object.

    There could be 20 or 50 of these targets in a single level, so I will not know the exact coordinates beforehand. I'm just not sure of any other way to set it up to be more exact.

    Anyway, thanks for the help. If you could clarify what you meant, I will look into it some more.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Okay, so if we had a top-down or isometric game, and we wanted a hero to move to an exact location, how do we go about this?

    I set up a quick capx example. Now, the blue box should be "completely" overlapping the green box, but it always stops right in front of it. I tried playing with cell size and whatnot, but it didn't ever seem to stop where I wanted. I want it to land on it dead center.

    Think of the green box as a marker rather than a sprite. It would be an invisible marker that indicated exactly where the hero would stop walking. While it is close enough for normal games, it would not really work as well if you wanted tile-based floors since the hero would never be centered (the green box would be centered on each tile).

    I don't know if what I'm trying to do is even possible, but I thought I'd post here and see. Obviously, this could be done with other behaviors than pathfinding, but I need them to walk around obstacles or walls.

  • blekdar

    Yes I'm doing every area as a seperate layout. This is so I can make add new areas really quick and have the player go to a random area each time he leaves one.

    Just a quick thought, but what if you put them all in one layout separated by some space between them. Then, you could put a trigger at the end of each area that teleports the player and the camera to new coordinates which will be where the next area starts.

    It'd load faster than going to a new layout (of course with maybe a longer set up time in programming). I couldn't say how well it would work without testing it, but maybe set up a function (or use "choose" or something) to choose the coordinates for the next area randomly (from a list of each area's starting coordinates). It would probably also require events or enemies to appear/activate once you enter each new section. You may also need to set up blocks so you can't move or pan the camera past the borders of each area.

    Like I said, I couldn't say how well it would work without testing. I just thought I'd throw it out there.

  • "But from the perspective of someone trying to learn enough programming to make a game"

    Yeah... I don't even know what to say to that. It is clear you have very little experience with software development or why it's such a highly paid in demand career. If you think writing an engine from the ground up is somehow trivial, you are sorely mistaken.

    But we were not talking about programming advanced software or creating engines. Just learning enough to make games is not as involved, especially with the visual approach of most game engines.

    If we are talking about really advanced stuff that requires full-time study, then yeah, fair enough.

    If he is going to learn enough about programming to do that, I would wager he would not have time to do any art at all anyway.

DrewMelton's avatar

DrewMelton

Member since 18 Oct, 2013

None one is following DrewMelton yet!

Trophy Case

  • 11-Year Club
  • Email Verified

Progress

12/44
How to earn trophies