Tokinsom's Recent Forum Activity

  • Yup.

  • liquidmetal No worries. This game kit is definitely more suitable for intermediate/advanced users. I'm just trying to construct it in a way that people with less experience with C2 can still find their way around. If anything I might include a "walkthrough" video to explain how the various components work together.

  • That's a fantastic waste of VRAM there. I'll admit I used to do that back in my MMF2 days though lol. In C2 you can use the paster or canvas object by R0j0hound.

    +Every 0.05 seconds

    +Player is NOT on floor

    -Create Paster at Player.x , Player.y

    -Paste Player object

    +Paster opacity > 0

    -Subtract 240 * dt from Paster.opacity

    +Paster opacity < or = to 0

    -Destroy Paster object

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  • There have been discussions on this in the past. Kinda hard to find them though (most licensing searches bring up C2 licenses). The consensus was the majority of these "publishers" don't want games built in engines like C2 because they can't easily modify them or integrate their APIs. They'd have to write numerous plugins and such specifically for you game, and they aren't going to bother with that. Pretty ironic considering this is apparently where HTML5 games shine.

    Thing is, you'll hear about GM:S HTML5 games being licensed left and right. There's even...that one guy...who claims to make tens of thousands a month licensing HTML5 games made in GM:S...though personally I think it's all bullsh*t to help push his book filled with common sense marketing stuff. Anyway, what makes that so different?

  • If it does you can always roll back to earlier versions. If the operator precedence breaks anything then just update the expressions (I mean how many can you have using ^? It's not very common) Pretty sure Webstorage is still fully functional, too.

  • I use BFXR for sounds but I plan on switch to ChipTone when it's done. If you're going to use BFXR, I recommend not using the presets - they sound terrible and way too many retro indie games use them. For music I use FL Studio and various retro console VSTs from woolyss. Trackers will always be the better option for chiptunes but I can't stand using them :T

  • Aphrodite

    Yeah It's pretty overwhelming at first considering all the different ways you can design a metroidvania in C2. I think my approach here (what Ashley himself recommended in our discussions a while back) is the most accessible and will teach people enough to make 'vanias in whatever way suits their game.

    Derqs liquidmetal The biggest issue I'm facing is the fact that good/efficient code is not always the most beginner-friendly! I'm trying my hardest to find a good balance between the two. I'm still doing many things as I would in my own games, though.

    As for pricing, it's early days still so it's hard to say. It looks like this game kit will have quite a bit more content than any current templates on the store, but of course we need to keep it reasonable!

  • A while back I made this

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    to see if a Metroidvania game could be made in C2 without any external editors or 3rd party plugins, and have been getting all kinds of questions and requests for the .capx ever since. Frankly, it's getting to be a bit much!

    That said, 7Soul and I have decided to make a "Metroidvania Game Kit" to help Construct 2 developers make metroid-style game engines like this. It will essentially be a small, heavily-commented, open-source metroidvania game to learn from, modify, tear apart, or whatever you want. It will feature...

    • A Player character that works similarly to Samus from the Metroid series
    • Familiar weapons and abilities
    • Room transitions, alignments, and object management.
    • A minimap system
    • A subscreen system
    • Metroid-style HUD
    • Various enemies
    • Save Data
    • Menus
    • and more!

    It will include lots of sprites, tilemaps, sfx, and music to play around with too, of course.

    We hope to have it finished and available on the Scirra store within the next month or so.

    In the meantime, feel free to ask any questions, and if there's something you'd like to see in the game kit that isn't listed here we're open to suggestions.

    Update #1 Room transitions & alignments, HUD minimap, WIP player character & tilemap.

  • Place dots on the circle like so:

    x = Position + Radius * cos(Angle)

    y = Position + Radius * sin(Angle)

    Position will be the center of the circle (your player ship)

    Radius is the size of the circle

    Angle will be the angle between the circle and the missile. To get that, use angle(x1,y1,x2,y2)

    When a missile is created, create a dot and give it a variable with the UID of the missile. Then use "pick by unique ID" to pair them. You can probably use a container instead if you want.

    The size of the dots can be based on the distance between the dot and the missile using distance() and...er...range conversion, maybe. Using just distance() will make them smaller as the missiles get closer.

    Hope that helps.

  • Oy. What I'm saying is Tiled Backgrounds, 9-Patches, Sprite Fonts, Tilemaps, Particles, etc. should all be able to use multiple images like frames in a Sprite object. This way you can swap images on the fly, create animations, and so on, all using one object.

    Instead, we are limited to one image per object, which results in a bunch of pointless extra objects, necessitates a family to control all of them, and prevents us from doing the things mentioned above.

    Ashley even considered making some of these objects, like the tiled background, a component of the sprite object instead of its own thing..for these very reasons. So, again, hopefully it's addressed in C3.

  • All instances, not objects.

  • All instances of a tilemap object share the same image. It's a frustrating limitation and likely due to difficulties with the editor. Hopefully it's addressed in C3.

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Tokinsom

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