lamar's Recent Forum Activity

  • This is my first game using a text box for input and I don't see a way to change the text box background color and text color or font?

    Am I missing something or are we stuck with black Arial text on a white background for text boxes?

  • Steam has gotten too big for their britches and is taking advantage of game designers.

    Time for a new instant game portal with a small monthly fee for any game designer to post their games which allow 3rd party advertising. You host the games on your own page and can update them and maintain a blog to attract your viewers.

    Sort of like Ichio but with an instant gaming system. Looks like GameJolt is also going that direction.

    I foresee Steam becoming irrelevant in the next few years and I wouldn't tie myself to them now with their fake system of green lighting that is just a way to clip new designers that submit games.

  • To get your FB page noticed you need to join any and all related groups on FB and post an occasional update in those groups. FB recognizes how much you use FB and if your activity is low your FB page will not show up in searches or feeds.

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  • >

    > > Hey there! ^_^

    > > So my big question here is; How could Final Fantasy 7, Castlevania, Breath of Fire etc, have endless inventory spaces?

    > > U can store up so ridicously many items, how does that not lag the game?

    > > Alsow hen u open inventory in these RPG games, is it counted as a new Layout?

    > >

    > > How can these old games on these old systems handle it?

    > >

    >

    > There are a couple of ways to do inventory:

    >

    > You can use an array which is a little complicated to set up and you need to study the array tutorials but works well and can store massive amounts of items.

    >

    > OR you can use a separate layer or layout and use sprite place holders for items stored.

    >

    > I have used both and prefer the sprite inventory for most games because I can see the items as I create them and place them as needed on the inventory screen but both work well.

    >

    > You also want to study families to keep items organized.

    >

    > As for lag, once the game is loaded there should not be a lag with inventory but you probably remember some of those old games had a long load time. That was a result of large inventories and music . Today's systems operate much faster so the lag time is negligible and there are a few tricks to reduce lag time on loading using streaming music and loading images only as used.

    >

    Hey! Thanks for the answer, but if ''pin to object'' is used for items, when pick up to pin them to the inventory space, wont the game lag if there are 100 items running around in the background, all pinned to spaces and slots?

    You can use pin but it isn't necessary and you create an icon sprite in your inventory and only create the inventory item as used so it does not exist at all until created in the game and causes no lag.

  • You can use scrolling inventory or use different layers.

    When they click a MORE... button make one layer invisible and open the next layer.

  • I would use line of sight and the path finding behavior together.

    When they reach station one reset to station two and so on. Clear obstacles and get line of sight every second or less in your events.

    There is a pretty good path finding example included in C2.

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  • Hey there! ^_^

    So my big question here is; How could Final Fantasy 7, Castlevania, Breath of Fire etc, have endless inventory spaces?

    U can store up so ridicously many items, how does that not lag the game?

    Alsow hen u open inventory in these RPG games, is it counted as a new Layout?

    How can these old games on these old systems handle it?

    There are a couple of ways to do inventory:

    You can use an array which is a little complicated to set up and you need to study the array tutorials but works well and can store massive amounts of items.

    OR you can use a separate layer or layout and use sprite place holders for items stored.

    I have used both and prefer the sprite inventory for most games because I can see the items as I create them and place them as needed on the inventory screen but both work well.

    You also want to study families to keep items organized.

    As for lag, once the game is loaded there should not be a lag with inventory but you probably remember some of those old games had a long load time. That was a result of large inventories and music . Today's systems operate much faster so the lag time is negligible and there are a few tricks to reduce lag time on loading using streaming music and loading images only as used.

  • R0J0hound

    lamar

    Hey, thanks for your answers guys. Im a noob at physics and will need some time to dig all this

    I'm not really aiming for any kind of realism either, so i'd be inclined to take the simplest easiest path available. Unfortunately it may be a bit more complex still: what about two cars (yeah forget about the wall) moving in the same direction but at different speeds that eventually collide...? Shite I'm not even sure if i'm asking the proper questions. Hold on.

    This is what I'm working on. I'd like the cars to receive damaged whenever they hit each other (or them kegs) with certain violence -- not like blowing into pieces each time they get a bit scraped. Cars would also break by sections (not many: snout and **** around a base frame), so it's important to determine which areas are affected by the impact: thus, if you crash against the car in front of you, your snout section and the other car's **** section would be affected.

    The plan was, create an invisible sprite wherever the collision takes place and assign it a variable with the strength of the impact, and check which sections are overlapping. If that approach is fine, I guess the question would be: which value should i assign to said variable.

    Some thing easy! If i understood R0J0 properly (which I may or may not), the proper thing would be to calculate an impact force for each car? No wait twas acceleration rate for each car... Well if i can summarize it all in one value that makes sense that would be great. Maybe some difference between velocities or something...?

    Thanks again for your patience

    You change the whole scenario with two moving objects. Then at point of impact you need both objects velocity and Rojo suggestion would work best.

    For a wall or non moving object the sprite trigger to get velocity would work.

    Just thinking out loud and you could pin a blank sprite to the front and rear bumpers and use that as a trigger to measure velocity at time of impact. Not exact but close enough I doubt anyone would notice.

  • I am looking for the effect that pin has on construct but with it actually working, it is well known that pin and physics don't work together at all and just send objects that come in contact with the pined physics object flying across the layout. I worked with the physics behavior on construct 2 for 4 years and can not replicate the pin behavior on construct 2 with working/non-buggy physics no matter what I do.

    They only go flying off the screen if you pin a physics object to another physics object.

    You can pin non-physics objects to physics objects and in your example those games use a combination of both.

    CAPX

    https://www.dropbox.com/s/43967wo8do2iegu/Pin%20Joint.capx?dl=0

    Those yellow sprites are non physics objects pinned to a physics objects and go ahead and whack them with the physics bat and try to get them to come apart.

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  • If I make a project to sell it to a business does that business need to buy construct 2?

    The project itself won't be monitized, but since the business makes money on it's own that may count to the $5000.

    So when I pitch the project to the business I need to say that they will pay me X and $429.99 to Scirra?

    Are you selling them modifiable code like the event sheet and layout or just a completed game or project?

    If it is a completed project they don't need a copy of C2 to use it or a license from Scirra and you have your license.

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lamar

Member since 11 Feb, 2014

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