Tylermon's Recent Forum Activity

  • Without reliable and SUPPORTED exporters I too dont believe I will make a purchase.

    Gamemaker 2 mobile just came out of hiding, unfortunately, I really love how easy exporting is and how reliable it is and how FAST it is on GM. I do hate their room editor, their code editor is lacking although much improved this time around, and development is slower. But the exporters very well might make it worth it.

    Advertisments, in app purchase, android, ios...all of it just works and i dont need to rely on third party.

    Unity 2d has also come a decent ways. I still dont like the workflow compared to how easy C2 is though.

    and there are other 2d engines out there...all with native exporters. C2 and C3 being the only ones I know of that cant...

    I LOVE how fast I can develop with construct 2. But the huge flaw is the questionable exporters and extra hassle it brings to convert my code over.

    The other huge issue I have with construct 3 is I still have no idea what is actually new and improved compared to C2. I havnt heard of anything that screams I HAVE BEEN WANTING AND NEEDING THIS!!! It seems like very subtle improvements that mostly...unfortunately...rely on the community and third party integration to take place and create our own improvements.

  • You can use the progress bar object.

    Sprites

    or even a sprite font.

    And any combination of those as well.

    The main thing, is to work with percentages. %. You level up at 100% experience. This allows the progress bar to remain the same size and show the same information. You can then use a percentage to determine where the progress bar should show.

    I made a VERY ROUGH capx to give an idea of what im talking about.

    in a real project I would probably have two separate sprites where one is hidden beneath and stretches to fill this way I am in control of the visuals completely and retain the accuracy of the built in progress bar.

    https://dl.dropboxusercontent.com/u/583 ... ample.capx

  • My ai logic typically uses variables to determine the state of the AI and then logic is in an if-else if type of structure.

    For example:

    I have an AI Monster called Slime. The slime has 3 behavior states.

    Peaceful: 0

    Aggressive: 1

    Attacking: 2

    The slime has Instance variables:

    Level

    Behavior

    the game then compares the slime level and player level

    if(slime.Level > Player.Level)

    if(Player is near Slime) Behavior = 2

    else Behavior = 1

    else Behavior = 0

    Then the game can choose which AI to implement based off of this.

    For each slime

    if(behavior = 0) Implement peaceful AI

    else if(behavior =1) implement an aggressive AI

    else is in combat, do combat AI.

    Something like that can be taken further and broken down as much or little as needed, looking at things such as health, items, environment anything.

    the very important aspect of this is being able to differentiate one slime from another and properly pick the slime based on the behaviors etc. For this, I find instance variables to be invaluable in dynamic/diverse AI's

  • Ive always placed items into groups. Having a very organized item list is important. That means many overlapping lists as well. That means monster specific groups. Location specific groups. player level specific groups. The possibilities are limitless.

    Lets pretend I have 6 items

    -tooth

    -bone

    -jelly

    -magic essence

    -beginner weapon

    -gold.

    I could break that up into 3 groups

    group one

    -tooth

    -bone

    -gold

    group two

    -jelly

    -magic essence

    -gold

    group three

    -gold

    -beginner weapon

    lets say I have two enemies

    -kobold

    -slime

    kobold can pick from group one and group three

    slime can pick from group two and group three.

    Each group gets its own drop %

    lets say there is a chest.

    the chest can contain loot from groups one two and three

    I would decide probabilities for each group based on chest location. Those groups already have the item chance within the group pre-determined.

    I even create groups of groups.

  • Doubt it. Tiny arcade is arduino operated, so a c/c++ language.

    construct is html5 based.

    The most I think you could do is remote control a html5 game where the arduino connects to a server to send controller commands and stuff.

    I dont follow arduino much though. Try searching around if you can run html5 on an arduino or play html5 games or something.

    long story short, you probably have to do a lot of code yourself for the arduino to make it happen.

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  • I made a very rough and quick version of how I would do gestures. feel free to give it a try/look.

    I suggest clicking once before doing anything. This clears the screen.

    browser test

    https://tylermon2.itch.io/gesture-test

    password: construct

    capx

    https://dl.dropboxusercontent.com/u/583 ... 0test.capx

    -----------------------

    Some explanation of that implementation. Basically, I have shapes or gesture symbols created. if the touchpoints follow along the general shape, then a gesture action can be performed.

    If I were to take it a step further I would have the gesture shapes try and resize themselves to see if it can find a better gesture match.

    I would also have the gesture symbol flip and rotate a few times to attempt and find a better match.

    To take the accuracy even further I would place image points on key locations to each gesture and make sure a touch point falls within that area. This would help in accurately determining a gesture.

    Im sure there are also other ways to go about this, but this way is quick and mostly effective.

  • I solved the browser issue. For some reason I can't choose the browser from file-preferences/settings

    I had to choose the browser from the project properties.

    Still no luck on getting external devices to connect though. Any ideas what might be the cause? I've made sure the port is open and forwarded. I've tried to connect my phone while on wifi and on cellular, didn't make a difference. Also attempted both the public IPv4 and local network IP's with no luck.

  • I would guess the network configuration of your system/LAN was changed. AFAIK the C2 preview server is working fine for everyone else.

    What I really can't figure out though is why I can't choose the browser I want it to use, which is why I'm left thinking something must be going on with the construct side of things.

    I'm def going to look into my own router and network settings further, but think there's another issue going on here.

  • This is very frustrating, especially because I have NEVER had an issue in the past. Ive properly port forwarded. Have all correct IP's and ports specified.

    My preview server is not working. I used to click play/preview, the game opens on my browser of my choosing and I can then connect to the browser on my phone or tablet by typing in the ip.

    This no longer works.

    In fact, I cant even choose my browser. No matter what browser I choose chrome opens up. I even did the custom browser option and directed it to a firefox exe file. It opened up chrome.

    I would love a solution, Im getting very close to completion on my project...and now I cant easily test things. Exporting and generating xcode, then installing on my phone each time is NOT a solution.

  • Well, Ive added another character and some basic grass into my original post. This character has been fun to work with. Cant say they will make it in game...Im just playing around figuring out a style that works well for me.

    I think im going to end up using the more detailed sprites. They seem like a fun learning experience if anything.

    I also feel going more detailed can make a more memorable world and characters.

    Regrettably I have run across a major issue though....My animations in Construct2 get broken.

    In unity and game maker my animations are smooth and look as I intend.

    In construct2 however, I think it renders things differently because the animations are not smooth.

    Best way I can describe it, Gamemaker/unity render pixels in between pixels?

    I really cant think of a way to fix this in construct....I even tried increasing how many frames my animations had in hopes for a smoother result. No luck.

    See for yourselves...the animations create lines in how they are rendering. Purely an optical illusion as pixels are shifting and moving....however the effect does not exist in the other game engines.

    If people have tips on removing that effect I would greatly appreciate it.

    https://dl.dropboxusercontent.com/u/583 ... index.html

  • https://dl.dropboxusercontent.com/u/58392676/New%20projectt/index.html

    I cant choose which style looks best for a pixel art type isometric and platformer game. I am hoping for some feedback on the two different characters. Actual in game size will probably be the middle pair and the right pair.

    The clothes, especially the shorts need some work...I sort of added them last second because I'm first designing the characters nude. Playing with some paperdoll/clothing options.

    I may go with a different look entirely as I am currently experimenting with animations using mesh deformations. Currently it is working great with the pixel art animating tests ive done so far.

    I also may find out that the current character design might not work best in an isometric game world. My current thought on the characters are they are twice as tall as my game tiles will be.

    Meaning collisions take place only in the lower half of the image(in isometric mode)

    The reason I currently have two styles is for the two different views. I cant decide If I want a single model for both views, or if one model looks best for a platformer view and the other looks best for isometric. I'm not really sure >.<

    Anyways thats why im posting this to make use of the collective brains on the internet. Spit forth your thoughts!

    Also, this is my first ever attempt at doing art myself which adds to my self criticism. Usually pay for others to make it. This is what I get for trying something new I guess.

  • well its a new day and a new year! Sadly, the issue came back so I really dont know what to do for an actual solution to whatever is going on.

    switched to windows build 1511 (KB3116278)

    Everything seems to be working now. So I dont believe it was actually a graphic driver issue.

    Hopefully this is the complete fix.

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Tylermon

Member since 26 Nov, 2013

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