AmpedRobot's Recent Forum Activity

  • Hey, maybe we could swap e-mails?

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  • Well, i have 2 PM's in my Outbox, for almost 2 days now.

    Oh, hey man.

    Yeah, didn't get anything. Ok, no worries I'll wait!

    I noticed that too. I have a few sitting for 6 days now. Weird!

  • Ashley Alright, if nobody has any ideas I'll have to do this the old fashioned way with multiple animations, but that will really waste memory, reduce performance, and the quality of the game.

    I think something this simple as set animation frame should really be working on something like this.

  • Also, on the 2nd array below the 1st my dream list would involve that ship starting with an alternate engine wash versus the 1st ship in the array above.

    99Instances2Go I tried adapting your code for the multiship, different position version even though I don't really understand what it's doing.

    Why do you have the Cycle local variable as %4 of 40 in there or 1.6? It doesn't even show up in the debugger, I guess same as all local variables.

    Is skip essential there or just for placement?

  • Wait, I just reread what you said.

    Are you saying this is some sort of an optical illusion depending on how many ships you have?

    Because I did want to do varying numbers of ships, between 4 and 7 for the random spawn I believe, maybe less for mobile due to performance issues and everything else I have in there.

    So the solution would have to be individual based on how many different ships you spawned?

    Full max spawn per array would be 10.

    And full spawn per screen would involve 2 arrays of 10, so... ? (just 1 array below another)

    Are you saying these animations, when you have a spawned row are processed RIGHT to LEFT?

  • Hi, thank you very much.

    That is a very interesting way of doing that.

    Could you per chance look at the larger capx because the issue is still there and I can't figure out why?

    I thought it was a sort issue, so I sorted the array, but it still works only sporadically for alternating the engine wash.

    http://www.darksunpictures.com/public/LARGERCAPX.zip

    (please ignore pm just realized these sit in outbox for a while)

  • Thank you so much for answering on a Sunday.

    I guess I went crazy there for a sec!

    But you're right it should be 4.

    This works for multiple ship types too.

    This helped me figure out why it was sporadic.

    The array which rips out the random values out of the larger array does not do so in sequence, so the ships do no appear in sequence.

    Don't suppose you know how to sort a1-dim array in C2, so the values appear from lowest to highest? Or plug them into a new array sorted?

    0 1 2 3

    63 64 65 66

    Had no idea this would be this complicated for such a simple thing :p

    ---

    Uhm, actually it's not a sort issue.

  • Hey, guys.

    Can anybody help with this capx?

    Not sure what I'm doing wrong.

    The 2 frame version seems flawless, meaning the engine wash will always alternate no matter how many times you hit F5/reload on Chrome, but the 4 frame version seems broken.

    I had this set up w/ actual assets on much more complex arrays and it would work sporadically, the engine wash would not always alternate.

    Not sure why.

    As an example, this capx is always broken - the 3rd and 4th ship to the right have same engine wash/do not alternate.

    http://www.darksunpictures.com/public/testupload.zip

    I think I wasted way too much time on this, but I tried it a lot of different ways and not sure why it either works sporadically or not at all.

    The sporadic version basically picked X random positions out of a larger array for spawns and sometimes it would alternate flawlessly, sometimes be weirdly messed up in places (no alternation, typically by 2's).

    ---

    Just updated the capx. Thought it was broken, but no, just needs to be unzipped to load.

  • I'm having a devil of a time with this.

    Not sure why it isn't working.

    All I'm trying to do is create 2 different objects as a test and have them play from 2 different frames.

    All I'm doing is:

    Trigger once-> Set animation frame 0

    ->Create object A (which already has the default animation)

    Trigger once-> Set animation frame 1

    ->Create object B (which already has the default animation)

    (tried it w/ sub-events too)

    Basically I have an engine animation for ships and want the animations to play from alternate frames for each alternate spawn, so they don't look exactly the same.

    And nothing is working.

    I checked the Scirra manual and like 5 or 6 Google posts - no help.

    Also tried it with instance variables, but it didn't work.

    I solved this before by doing alternate animations for each frame, but that gets pretty tedious when you have a lot of sprites/animations.

    Shouldn't there be an easy way to do this?

    What's the proper/working way to use "set animation frame" to have objects play the default animation from different frames when they spawn?

    --

    Apparently you set the frame after creating the object!

  • Hey, guys.

    Looking for someone to share enemy ship AI done in Construct 2 for a percentage in a nearly completed game.

    I actually took Pre-Calculus again at 40 for ship pathing which was unbelievably fun (and way better than my original high school class), but I'm sort of running out of time and money here for a late summer launch this year, so looking for someone to share said AI (which he/she owns) with some or all of the following characteristics:

    1) Seamlessly spawn ships on a grid basis (dividing the screen into specific spawn blocks based on enemy sprite size, something I could easily modify).

    2) Keep track of what's spawned and where based on the grid (simple arrays) and introduce some randomness to have some empty blocks occasionally.

    3) Seamlessly switch between random ship spawning and more complex spawning - specific squads of specific shape (v formations, etc.), mixed with random. Squads typically of size 3, just with built in code for varying ship position in the squad a bit.

    4) Utilize the built in code in C2 for Galaga style chains. Code should be sophisticated leaving space on the spawn grid between other ships, so it does not look like everything is overlapping.

    5) Utilize the built in C2 turret behavior for some ships. Basically would like some of the ships to randomly engage in turret behavior where instead of just flying straight, they start to aim at the player and maybe occasionally move closer to the player (this would be great for squads, groups of 3 also, where 3 of the ships aim in unison).

    6) Have ships possibly do more complex maneuvers (again pre-calc), like parabolas, etc., with sophisticated spawn, meaning basically, when the ships spawn, there is enough room, so the ship making the complex maneuver does not overlap with other spawned ships.

    7) This is an infinite RPG space shooter with significant 3D full screen cut scenes, a very high end production done over many years, multiple team members, high end riggers from Dreamworks, great multiple composer original music (to which I own all the rights). As such all ships travel down from the top of the screen with bullet behavior before disappearing on bottom (unless shot), but you can go in any direction for eternity with radar, which is already done.

    8) I can't really show anything prior to launch, which would be on Google Play/Android. Already tested on my cheap phone. Resolution is 1920 x 1080. You can see some of the description of the 3rd phase/assets, the MMORPG, at http://www.darksunpictures.com, but the plan is RPG mobile spaceshooter first, then the first RPG/PvP 3D multiplayer map for PC/consoles done in one of the newer 3D engines, then a full 3D world, then scaling up to an MMORPG.

    In terms of sharing/demonstration, you could send me a You Tube private or public link.

    I could do all of the above, just wanted to possibly squeeze for a late summer launch this year.

    Depending on what you have already, I could share between 1-5% of gross revenue of the game for eternity, contractually. I only gave out 1% to one of the composers, smart move on their part, so 99% of the points in the game are still available.

    Your share would also apply to all future upgrades/releases of this version of the game on mobiles, PC, and consoles as XBox Live support is coming to C2 (not including any future phases like the 1st multiplayer map in 3D, MMORPG, etc., which would be separate projects, utilizing many of the same assets, design, and music).

    Timeline for this may be extended, just looking for a package, as complete as possible.

  • Instead of using every x seconds can you give each ship on created its own variable which is the shooting speed and use this? Does the shooting speed alter for each individual ship during the game? I can't tell if you're trying to mimic randomness with every X seconds or if there's a reason behind it.

    Let me add an addendum.

    I think this is actually a really good idea.

    Just realized I could do a random roller for several different instance variables.

  • Well, the problem with instance variables in this instance is that it would make every spawned instance of the same ship type fire at the exact same frequency? Which would look pretty fake? Not sure if you can introduce some randomness into instance variables (yet another suggestion idea for C3).

    I still have to make a simple capx for the family tests. That might actually work. Or maybe not. Who knows.

    (I would also recommend sequential saves for all your C2/C3 work, as it greatly reduces the chance of corruption, similar like they have in 3dsMax and Autodesk Maya. It's something they don't teach nebes, but it's really important.

    Someone will save into the same file for 3 years and then it goes kablooey! And they're surprised why. It must be the software. I only learned that in class because you can't Google/You Tube what you don't know )

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AmpedRobot

Member since 4 Jul, 2013

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