Tokinsom's Forum Posts

  • Yes, exactly! Thanks for the link.

  • Great plugin Mipey! Very simple to use and easy to set up.

    One question though; are you planning on adding "write text"? That would be great for dialogue and stuff!

    edit: Until then..is there any way to pull this off with just events?

  • Depends, really.

    My game, for example, has multiple "rooms" that collectively make one entire level or area, like in Metroid. Each "room outline" or "camera zone" is loaded at the beginning of the layout. Then, whenever my player enters a new room, the entire level is loaded and everything outside of the current room is destroyed.

    So yeah. Basically it loads small parts of the level one by one, and destroys what is in other rooms, clearing up thousands of objects.

    That's one way to do it atleast..Dunno what to tell you if your world is just one giant open area. Maybe try breaking it up into multiple layouts?

  • en.wikipedia.org/wiki/Portal_rendering

    Hope you made your 'world' external ;)

  • Hm..What about linking together some physics objects with large transparent borders for the chain?

  • I wish we had competitions like this for CC..C2 is so hard to work with right now. Anyway, I might join..got some ideas brewing already :)

  • random() is 0-based, so yes. 1+random(2) will give 1 or 2.

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  • Platform Behavior + Logic = GOOMBA

    example .cap: dl.dropbox.com/u/17634050/Goomba_Movement.cap

    *edit*

    When using the platform behavior for enemies and such, make sure to ignore input when it's created.

    If you want it to turn around at certain points, you'll have to make detectors. If you want it to turn around when it's about to walk off a ledge, you can use collision offset.

  • Thanks guys. Little red dot detector set at the player base's position & angle works pretty well though :)

    <img src="http://i369.photobucket.com/albums/oo136/4Sweet2Leaf0/detector.png" border="0" />

    +Detector doesn't overlap solid

    +bunch of other stuff

    -wooooooosh

  • Oh wow. I always thought collision offset determined a single point relative to the boundaries of an object.

    Such as..

    player.x=100

    player.right=108

    thus collision offset at 2,0=single point at 110

    Well thanks for clearing that up. I'll just go ahead and use a detector.

  • Imagine NES Megaman's slide. He can slide underneath obstacles that are otherwise too small to walk under.

    If you're against a wall and try to slide, it won't work. However, if you're against a wall and there's a small gap at the bottom, it will work.

    How would I use collision offset to check if my player is against a wall with a small gap at the bottom? (16x8 gap in this case)

    I figured

    +Player Is NOT overlapping solid at offset 1,-4

    +Angle is 0

    -Allow slide.

    would detect open space 1 pixel to the right of the player, and 4 pixels up..but it doesn't! It keeps him from sliding against normal walls, which is good, but it's not detecting gaps and allowing you to slide like I thought it would.

    Normally I'd use a detector for this sort of thing but I'd like not to.

    Any idea what I'm doing wrong?

  • Yeah, it does.

  • Qarp is my new best friend. Nice example!

    Any chance you could share how you got the dots to be positioned between the start/end points? Are they constantly spawning and being set on a path, or is there a fixed amount and some magic event to position them properly?

  • Set the object's x and y positions every tick to..

    lerp(object.x,mouse.x,n*dt)

    lerp(object.y,mouse.y,n*dt)

    Where n is the speed at which the object moves towards the mouse.

    You might also be able to use "move at angle".

    Also I'm not sure if C2 has lerp yet...probably does..

  • Say I want a tower defense template, so I pay $10 and get the template. Now I want to make some changes because, being a generic template, it's not exactly what I need. Since I didn't code it, and it can be assumed I don't know how to code it since I had to buy it, will the developer provide the kind of support I need to add features, change logic, etc?

    I guess this is where quality assurance comes in. I think if you release a template, like a space shooter or something, then it should be modular and heavily commented so you shouldn't even need to ask the creator about it. Have it cover horizontal AND vertical shmups, give it a bunch of enemies with different AI, include numerous weapons and explain in detail how each one was made and how to adjust them, etc.

    The whole point of this template is to provide a good base to get started and build on, but most of all get you to a point where you understand how x type of game works so you are capable of doing your own thing with it. If it can't do that then it should be rejected..or something. A rating system would be nice.

    Hm..that sounds more like an in-depth tutorial than a template. I guess there's a pretty fine line between the two. Blah.