CrudeMik's Forum Posts

  • Ah excellent, I keep forgetting about dt, I don't fully understand it yet - I will learn.

    I'm still doing things like "every 0.2 seconds" "spawn bullet" and stuff like that. Not good.

    The 'clamp' variable function is new to me too, but that makes sense.

    Thanks!

  • With r100 coming out soon how are opinions changing?

    I went off Classic for a good while after experiencing some really annoying bugs with the bone animator tool. I have followed Construct 2s development closely and for the last few months I've been using it as a prototyping tool as I love the programming side of Construct above everything else, it just makes sense to me.

    Recently though, I've started to make a 'real' game with it, I think it's pretty much there and capable of handling my ambition with the exception of having an (easy) way to save a game and also the audio functionality is too basic.

    With r100 coming up though, .exe exporting interests me because that means so long as the player has a PC the game is assured to work, unlike with browser which can give varying results. WebGL too, that brings the visual capabilities on-part with Classic does it not? Or not? I don't know.

  • Hi,

    I have currently, "when left arrow is down" - "set 'turn left' to true" - "turn left = true" - "rotate 'sprite' 1.5 degrees counter clockwise"

    This is great for turn accuracy, but I want it so that, the longer the player holds down 'left' the faster the sprite spins. I want a turning acceleration, so that way I maintain the accuracy of a low rotation meter but also gain the speed off a faster one.

    Can anyone help with this?

    Thanks,

    Mik

  • That's great

  • Interesting, I did not know about the distance function. Thanks!

  • I've never attempted to do any AI behaviour before, I have a 2 player game which is a little bit like football but with two opposing spaceships. I'm thinking of attempting a single player version of this but I don't really know where to start.

    Can anyone point me in the direction of where I can learn any of this stuff. I think I need an AI that can navigate the level (avoiding obstacles), and also attacking the ball when it's free, defending the goal when it is being attacked, plus picking up and using power-ups.

    I could work out how to tell something to go to pick up the ball and defend but it's just the navigation I don't know, would you set up a series of waypoint paths for the AI to travel across around the level?

  • Hi,

    I am currently developing 2 titles with a programmer, we both actively work in the games industry and have a few years of experience behind us.

    Two of the titles are design complete with prototype art - one is Construct 2 based, the other is in Unity (iOS).

    I'm looking for someone who can produce 3D assets with textures and animation for the Unity project and I am also looking for a 2D artist for the Construct project, if you are interested in this please get in contact with me at m.manning117gpe@gmail.com

    I can share with you design documents / prototypes and current builds of the games to validate the position.

    We can't pay upfront but we might be able to cover expenses / software costs related to the job. Any money made on the games after release will be shared between all participants of that project. I'm trying to keep the dev team small.

    Cheers,

    Mik

  • I'm a sound designer and work currently at a studio developing a browser based MMO. I've been using Construct for a few years now and love it but I am eager to think about the future of C2's audio support. Currently this is the only thing holding me back from developing full projects using C2 and not just prototypes.

    It's really impressive what Googles Web Audio API can achieve, the effects you can apply to sounds really opens up aesthetic and gameplay opportunities for designers. Check out these powerful in-browser Chrome examples:

    Reverb Effects

    Positioning, pitch and filtering

    Doppler

    Box2D - Sounds are effected by position and force of impacts

    Audio reactive visuals

    Granular effects

    I'm aware web audio API availability is limited, even more so that WebGL. However, with the upcoming .exe desktop export, I don't think this should hold either us as a community or Scirra back from creating audio effect behaviors. If I had the skill I'd be right on it. :)

    If interested, I can make myself fully available as a sound designer to aid / feedback in the design of these behaviors so that their usage is intuitive to how audio is best integrated into the editor.

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  • I am!

  • I have updated the game and I even made a trailer.

  • That's what I was thinking, but I think I took it too far - I'm in the process of doing a bugfix now which includes precise steering and adds high Elasticity.

    I'll post up when I do the fix - oh I'm also adding powerups!

  • Ah shiiiiiiiiit yeah of course!

    Amazing

  • Yeah I understand that - Pure Data is like MaxMSP though where you can generate and manipulate audio from it - you could even build your own music sequencer in it if you wanted, my friend used it in a game engine he made, he used it to create real-time mixing of sounds / groups / effects and synthesis manipulation.

    All we need in C2 for the basics is:

    Stereo positional sound / ability to assign a sound listener object.

    Mixing

    Perfect looping

    More advanced features like DSP can wait

  • Yeah I understand you guys have a busy schedule! I'm in no rush :) I'm not focused on mobile games but I find that full-screen feels more immersive than a window.

  • I've a physics object that uses torque to rotate. I've put all dampening up to 1 (maximum) but the object still spins too freely. I would have thought maximum dampening would stop an object spinning instantly.

    If I decrease the force the object rotates too slowly. I've been tweaking this for ages now but I can't get it right. Is it just a matter of more tweaking or is there a way to further increase drag?

    Thanks