jobel's Forum Posts

  • hi,

    can't figure out how to do this...

    currently I'm lerping the scroll position so that it lags behind where the player was(the player is moving on an Unbound layout).. when the player stops moving the Scroll catches up nicely. However.. I'd like it to work the opposite way.. I'd like the camera to proceed the player (when moving) so the player can have more room to see what is coming.

    currently it's Scroll To... lerp(scrollx, Player.x, 2*dt) which lags behind the player... when the player stops, or moves slower, the "Camera" catches up. I want to keep that.. I just want the whole thing inverted. So when the player is going the fastest to the right, the player is to the left of the screen, then when stopping, the camera should slowly move to the Player.

    Here's a capx...

    any help would be be greatly appreciated! Thanks..

    https://dl.dropboxusercontent.com/u/362 ... croll.capx

  • No, I am still waiting for GreenWorks updated for the latest stable NW. I'm using 0.13, as prior versions has some major memory bugs for me.

    ugh.. you have all the achievement art and looks all set up ready to go.. how frustrating to not have it working. Any idea if this will work for you?

    http://www.scirra.com/forum/plugin-steam-leaderboard-experimental-lobby-wip_t169653?&

  • sorry for the slow response, been busy prepping for our beta of http://www.slayawaycamp.com

    looks great! I assume you are not using C2.. UE4 by any chance?

    I almost made my studio name Blue Wizard (after Gauntlet's "Blue Wizard is about to die..") but then went with something else...

    good luck with it..

  • latest greenworks doesnt support mac & linux unless Im out of date on my info, so thats why im stuck on the old one.

    yeah I'm stayin put on nw 0.10.5 until I can be certain... although I hear the latest nw runs much better, so I'm torn.

    it looks like you have achievements in SN2, were you able to get Greenworks working with NW later than 0.10.5?

  • When I use it, after I "turn it off" by setting the State to 0, it's clipping overlapping sprites. Maybe I just need to disable the effect to turn it off?

    would be great to have a ramp down/up or a way to ease in/out of the effect.

  • Update

    rex_csv plugin: add "Condition:Has col", "Condition:Has row".

    awesome great work....!

  • I like freedom in games... sometimes you have games that are a constant challenge over and over... I like areas where you can 'play' and be free and not worry about dying or failing. I love the challenges of all games.. I just appreciate games that have built-in breathers..

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  • R0J0hound I am getting an "artifact" because I am spawning the bullet on every Space Bar press... that first iteration of oldx and oldy is set to 0. How do I init those variables to be the current X/Y before the Every Tick?

    EDIT: answered my own question.... I set them to the current X/Y on the Trigger Event OnCreated... works... thanks!!

  • To make it smooth like that you need to create sprites in the in between locations so it looks smooth. But that can be a lot of objects for a long trail so you'll probably want to tweak it to a point it looks good enough and is still fast.

    https://dl.dropboxusercontent.com/u/542 ... trail.capx

    thanks for this.. it helped me.. I was already doing this to some degree, but your approach helped me see it from a different perspective.

    Since I'm applying the trail to a "bullet" from a weapon, I have to do a For Each and I'm worried about performance. Probably won't be more than 8 bullets on the screen at once.. I'm trying to keep each bullet with about 10-12 "trail objects"..

  • I had made 2 plugins rex_scenariojeditor and rex_scenariojengine. The editor plugin could export commands(script) as a JSON string, then executes it on engine plugin.

    So logic could be loaded at run-time in this case.

    awesome, this is great.. might be a little overkill for my purposes, not sure.. I'll have to think about how I would implement modable logic... very cool option though.. thanks!

  • I had always thought that I would want to secure the parameter data somehow, probably by saving a hash string along or inside the json file (I'm a fan of json at the moment), so I hadn't really considered granting people easy access to the package.nw files. By limiting what the player can change it prevents a player from creating impossibly immortal enemies etc. So mod-ing would be limited to graphics (sprite and tilemap images) and to the configuration of the layout tilemap as well, all supported from within the game.

    I'll have to think about other sorts of mod-ing (opening the package.nw and changing assets directly) - I don't think I would mind but I wouldn't try to make it easier than it is already.

    well, you could always have the game check the XML file.. if it was modded by the player, then your game would not give achievements or other "successes" or reveal level-design architecture that you've created. i.e. if your game had an "ending". It would have to be it's own game mode, you don't want to the player to be able to cheat. I guess it highly depends on the game you are making though.

  • what about mod sharing? i.e. user X made a Star Wars mod out of my game (all units and sfx are from Star Wars) and shares it... so other players could try it.

  • So to customise a game object the player would be required to place assets in a folder that nw.js can reference and upload from automatically (I think this is easily possible, load image from url)

    could you also have an XML file that the player could modify read by NW?

    <NewEnemy1>

    <Health>400</Health>

    <Movement>raid</Movement>

    <Weapon>torpedo</Weapon>

    </NewEnemy1>

    also, I'm not talking about making the game moddable by beginners... they'd have to understand modding...

  • users don't really know what they're doing, they can import a 22 megapixel image, it might load up on the sprite ok, but getting this extremely large dataurl and storing it wouldn't be easy and would probably crash the user's browsers..

    good point! didn't even think of that.. I have not used Paster/Canvas before so I will have to look into it.. thanks!

  • http://headbangames.com/swipey

    cool! have you done anything with player custom sprites or sprite sheets?