tunepunk's Recent Forum Activity

  • Here's an explanation on what I'm working on. I will also try to use an array approach to get the valid positions and callculate a path based on the array. Or at least i think I'm on to something... >_<

    1's are valid positions to stand. 0's you can cross but not stand on. 2's you can't cross or stand on.

  • I was messing around with the collision boxes and got some pretty nice results but would be great if you in some way could have one set of collision boxes used only by pathfinding.

    I was also messing around with some events to make some kind of home brewed pathfinding. Basically what I did was ignoring all collision boxes placing dummy sprites in a chess board pattern (for diagonal feel sort of), and removing sprites in this checkered pattern where i didn't want pathfinding to go. Worked quite well, but a bit more work to do. Will try out some more tests on it later.

  • +1 for that. I've noticed that too. I managed to do some tweaks to the parameters to get it somewhat better but still not good enough especially in tight areas. Had to rethink my level design a bit and make things a bit more spacious.

  • Thanks for the info.

    I figured I'm gonna track some things like kills anyway, and have some kind of scoring system for a Leaderboard. I still want to have a little bit of a randomness to who you encounter, so I was thinking of having a newbie zone for people that have not passed a certain score. You could gain bonus scores from various things, (not only kills) surviving a complete round without deaths for instance (even if you don't kill anyone) So i was thinking somewhere in line of:

    Score = 0-500 (for example) (Newbie room) You will always play against other people with scores in these areas.

    Score above 500 (Regular rooms) You could get matched with anyone, by this time you got the hang of it.

    I just want the first 5-10 matches to be with other "new" people...

  • If you want to make a career as a programmer i guess C2 knowledge won't really be what most studios are looking for. It might be a plus, but i suggest learning one of the major languages as well. C2 knowledge can come handy in some cases down the line, and be a useful tool, but reality is that even with great knowledge in C2 i doubt you could call yourself a programmer, unless you join a studio working with C2.

    Although internships for other positions that doesn't require any programming skills might be of more interest in the same industry, if you don't care to learn any language.

    Game Designer, Project Manager, UX Designer, Leveldesigner, etc etc.

    There's a lot of positions in the industry that doesn't even touch code, but where skills and understanding of game design using tools like C2 would be a merit.

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  • Currently working on a multiplayer game.

    When people join a game i would to try having people of similar skill level to get matched for games. Current status of the game is that anyone can join the a room. (max 4 players)

    Any pointers on the logic behind matchmaking? What stats would be good to track to determine player skill level? Kill/Death Ratio? Score? Number of games Games played? or a combination of those?

    I guess i would also need to store this data somewhere. Any good suggestions where to save these kind of stats, scores? Locally or on some Server? Highscore board?

    I'm not in a hurry to add this functionality since it could be added later. It won't make or break the game, but would be good to investigate at an early point since it probably have to be implemented at some point, because i don't want to ruin the experience of newbies, getting their a** handed to them on their first try.

    Maybe a solution where number of games played is tracked? 0-10 Games played - you would only join newbie rooms.

    10+ games played - you would join regular rooms?

  • Like gamecorpstudio said you could compare distances, but could be tricky in a circular or odd shaped race track? maybe you have to add a few hidden checkpoints, and check the distance to those? and when you pass one checkpoint check the distance to the next checkpoint?

  • Looks interesting... Keep it up..

  • Any tutorials available working with this plugin? How does it work compared to Multiplayer?

  • I'm looking in to world generation as well. Any tips and pointers on how to pull that off?

  • Hey There!

    I'm a Swedish Guy currently living in sunny Malta. I grew up during the C64 and Amiga & NES Era so naturally some of my favorite games are from this time. Currently I have a few ideas in the pipeline which i want make a reality with construct 2. Some of my favorite games are Cannon Fodder, Moonstone, Flashback, Monkey Island, Fallout, UFO Enemy unknown, and lots lots more.

    I'm currently working as a Graphic Designer, and have been working on and off in the Gaming industry. Latest at EA DICE in Stockholm (2008).

    In my free time I'm Currently working on a small Multiplayer game, in a top down isometric perspective, and also planning on making a Moonstone inspired game for touch devices.

  • Can't wait to see more of this game. One question. How did you make your character go darker in darker areas? I struggle a bit with that issue at the moment.

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tunepunk

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