NetOne's Recent Forum Activity

  • Dude, Ive had a few more plays. and I think there is an issue with your player control. I've tried in both edge and chrome and your player ship is jumping / stepping in big jumps instead of moving smoothly while under control. Assuming this is not deliberate. It is like it is reading touch only every 0.3 seconds or fighting the input. Is it possible you have two sets of control active on the player ship at the same time??? Like a move to position is active at the same time as well as a drag and drop or something? Please dont take this the wrong way, its just that I love shmups and I think your game has the potential to be something special.

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  • Just had a quick go at work.

    Couple of things

    I can use shield after I had died so shield is appearing without player sprite.

    The player is jumping on the edges when trying to keep in bounds

    (this is probably because your player control events are happening after your keep in bounds events. If you change the order around this should stop.)

    There is not enough feedback when I am hit.

    The primary fire sprites could do with a little beefing up graphics wise, just a little, they are hard to see against some of the backgrounds.

    The player hit box appears to be front weighted, (very accurate to the front of the ship but missing for much of the back of the sprite )

    normally for these types of games you want a hit box that is smaller (maybe half the size) of the player sprite and bang in the middle.

    I would dearly love to see the bosses animated….

    But , regardless, what you have achieved there is fantastic,

    I very much look forward to having a proper go when I get home...

  • Yes you can easily do this with C2. But sorry man , the only reason I can post on this forum is that I am at work and just keep the forum open while I do my real job work tasks.

    I can’t do any actual C2/C3 work at work.

    Once I leave work it is all kids and wife stuff.

    I can only use C2 on the weekends late at night.

    Maybe someone else will pitch in with an example

    but actually I don’t recommend looking at other projects if you want to seriously be a game dev and learn and be autonomous.

    The way I would work is to try different things and divide my learning into small mini projects eg,

    Learn to use family with IVs

    Learn to use z sorting with IVs or layers.

    Learn to use arrays / dictionaries

    Learn to compare variables and set win conditions.

    after a while with C2 (and same with unity and programing)

    you will realise that there is 10 different ways to achieve the same thing.

    and if you know the 10 different ways then you can decide yourself the best way for your unique game without listening to ideas from people who don’t really understand your vision.

  • Give the family another instance variable Type. Give each type, triangle square etc a specific number for type. 1 for triangle 2 for square etc.

    For each level you need to define a win condition.

    Eg if object with iv type 1 has iv z 2 and object iv type 2 has iv z 1 then win.

    I would do this with an array. Eg define each win condition for each level in an array. Use 3d array use array z for each level. Xy for the win conditions.

    Note layers way might also work in place of z instance variable but you will still have to define your win conditions in an array tho, assuming you will have a few levels. I can't think of another way unless you want tons of variables flying around.

    The issue using layers is that you will have to have as many layers as the max number of objects. if small number maybe less than 10 then OK. But If u use z iv then u can have as many objects as u like and keep adding without worry to make very big puzzle for pro skillz gamers....

    Actually to avoid arrays, which can be confusing for inexperienced, then you could probably add another instance variable to the family for winz and if all winz = z then win....

  • Put all the objects that need z in a family.

    Then give this family a family instance variable called z. Then each object in that family will have an instance variable z. You can then use that z for everything like setting z of object or getting z of object etc. Basically you are giving the object a 3Rd dimension.

    I am doing exactly this here for the rings and space invader sprites ... every tick I am sorting the objects according to their z instance variable by using for each ascending by instance variable z.

    https://drive.google.com/open?id=0B6AQ9 ... WNIMmlpMEE

  • If you test C2 please make sure you replace the "For each" condition ...So I looked in to Pixi's code .....So I made a similar test in C2 using the Particles object instead, and you can get similar performance gains.

    Testing on a HTC 10:

    Sprites: https://www.scirra.com/labs/c2bunnymark/ - ~5500 30 FPS

    Particles: https://www.scirra.com/labs/c2bunnyparticles/ ~31000 30 FPS

    Particles are super fast, over 5x faster at rendering! ....... particles don't process collisions ........

    just butting in being an ass ....but considering the above, then The Manual needs an update....

    quoting under particles "......Particle effects are more efficient than creating the same effect with Sprite objects, but not by a large margin......."

    but the tests show said margin is actually pretty large.....

    this manual is saying to me "....go ahead and use sprites for that massive particle bomb /all that smoke / dust explosions etc because sprites have so many extra features and negligible performance hit over particles..."

  • In your gif there is alot more going on than a simple line of joined sprites.

    What you have there is a number of different sprites,

    Combined with some type of interpolated curve

    Combined with some fancy shader

    for the edges.

    It's not simple stuff. You will need a good grasp of curve maths and will need to program a custom shader effect if a suitable effect doesn't already exist.

    There is only a couple of regulars on this forum capable of producing that but it is possible.

    Definitely not for noobs but would be a cool project ...

  • One sprite in the layout with 8 direction.

    Adding another sprite, set size, filled with all red, close sprite editor and crash.

    Error report information

    Type: unhandled exception

    File: https://editor.construct.net/r30/main.js, line 61, col 128641

    Message: Uncaught Error: image sprite collection needs rebuilding

    Stack: Error: image sprite collection needs rebuilding at ie.ǃSM (https://editor.construct.net/r30/main.js:61:128647) at ae.ǃSM (https://editor.construct.net/r30/main.js:61:201164) at a.ǃyw.ǃfk (https://editor.construct.net/r30/main.js:61:398161) at a.ǃyw.ǃfk (https://editor.construct.net/r30/plugin ... .js:1:8711) at a.ǃyw.ǃfz (https://editor.construct.net/r30/plugin ... .js:1:8511) at ne.ǃfz (https://editor.construct.net/r30/main.js:61:218289) at de.ǃfz (https://editor.construct.net/r30/main.js:61:253938) at re.ǃfz (https://editor.construct.net/r30/main.js:61:239521) at window.ǃkT.ǃOyJ (https://editor.construct.net/r30/compon ... .js:1:7142) at ǃOyO.Q (https://editor.construct.net/r30/compon ... .js:1:2123)

    Construct 3 version: r30

    URL: https://editor.construct.net/

    Date: Tue May 23 2017 17:45:13 GMT+0100 (GMT Daylight Time)

    Uptime: 2364.3 s

    Platform information

    Browser: Chrome

    Browser version: 57.0.2987.110

    Browser engine: Blink

    Browser architecture: 64-bit

    Context: browser

    Operating system: Windows

    Operating system version: 7

    Operating system architecture: 64-bit

    Device type: desktop

    Device pixel ratio: 1.25

    Logical CPU cores: 8

    User agent: Mozilla/5.0 (Windows NT 6.1; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/57.0.2987.110 Safari/537.36

    C3 release: r30

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Vendor: Google Inc.

    Renderer: ANGLE (NVIDIA Quadro K3100M Direct3D11 vs_5_0 ps_5_0)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_disjoint_timer_query_webgl2, EXT_texture_filter_anisotropic, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context

  • Bl4ckSh33p

    just stumbled across your post

    you will need a more knowledgeable person than me to explain why this works

    it is something about edge being a universal app and not allowing loopback calls for security reasons.

    to enable loopback exemption (and thus preview over lan) specifically for MS edge,

    do the following...

    open command prompt as admin

    (Type CMD in the windows search

    right click >open as administrator)

    copy this text in at the prompt

    CheckNetIsolation LoopbackExempt -a -n=Microsoft.MicrosoftEdge_8wekyb3d8bbwe[/code:71tk1v26]
    
    and press enter
    
    [b]you should get an OK message[/b]
    
    [b]restart edge[/b]
    
    and all should be well with the world now.  
    
    @scirra maybe this should be pinned or be included in the lan preview tutorial for other edge users
  • Just an idea

    If you are positioning it in the layout

    but it is moving in your game

    then maybe it is an animated sprite? (or you have more than one frame by mistake)

    and for the last frame you are stopping on, the origin point is in a different place than in first frame?

    This will cause it to move place in game.

    (as you position in layout from origin point of first frame then it moves to the origin of the last frame in game)

  • Cheers dreikelvin, it is early days, all the graphics are just placeholder for now just to get the feel of the game as I work on the engine. Yes definitely the enemies will eventually be animated and attack.

    I like your idea of "reaching out" to hit rather than shooting. Maybe something could come out of their mouth, like another mouth...Alien style...... !

    The music track is not mine. (It is Carpenter Brut, I think he is too famous to want his music in my game). But it is part of the vibe I am looking for. (Not necessarily dark, but high energy)

    I am trying to resist doing any graphics and music until I have the game machine running properly. Only then then I will get to the fun stuff!

    I checked out your soudcloud. You are Pro. Once my engine is ready I will need sound effects and music and you will be on my list if you don't mind.

  • of course there is...you can pretty much do anything you can think of with Construct

    in this case Just set the angle of torch fire based on the 8 direction

    eg

    right = set bullet angle motion 0

    up right = set bullet angle motion 45

    up = set bullet angle motion 90

    etc

    (ps for the down directions use negative angles eg down = -90 deg

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NetOne

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