Colludium's Recent Forum Activity

  • Thanks Burvey and enjoythetale!

    So, I think I have ironed out some recently discovered misbehaviour of my physics line construction engine. A bit of testing tonight on my old laptop should indicate if my optimism is well placed our not...

    After that I need to work out the level completion / stars parameters so players get reward feedback.... and then sounds need to be added. I think sounds are going to be a bit tricky to get right - my job for the next few days, after the scoring system, is to set up a velocity tracking system so I can establish some sort of collision force between physics objects. Shouldn't be hard to set up, but it might just take a bit of experimentation to get right.

  • I have programmed with Lua (Corona) which was very good but limited by the lack of a visual editor. GMS, MMF and Stencyl are not as well maintained as C2 but they each have their strengths.... Unity was just too complicated for my needs and the time I had available to master the editor (as a quick aside, 3D requires a whole extra set of graphics skills as well). Meanwhile, GDevelop is fast but frustratingly less flexible than C2.... The only other option I'm keeping an eye on is Godot, which is community managed but it's not code free. C2 allows me to get things done quickly and no other game creation tool offers results so quickly - especially important if you enjoy the journey as much as the destination.

  • Many thank you-s spongehammer! My brain hurts...!!

  • TiAm - thanks - and yes to the maths-fu (I like the phrase!). I gave today's prototype to my kids to mess around with and now have a bit of tweaking to do... It always pays to test on different hardware (slower, but not a problem) but the real lessons come from having someone who's not familiar with what you've done then give it a good work out. I suspect a later than ideal sunday night for me... But I kind of love the challenge!

  • reserved...

  • Hi everyone, I just wanted to introduce my work in progress - Dynamic Sketch Book. It's a physics based drawing game - and it's almost ready for alpha testing. I started working on it just before Xmas '14 and it's taken up all of my spare time to get this far. I've completed 2 chapters containing 24 levels although I want to make a few more before I try and market it. It's not too buggy but there's still quite a bit of polish that needs to be added before it can see the light of day. My big win was with the physics - I eventually elected to use the standard plugin with some carefully designed (and complicated) game logic to enable the drawing and collision of complex shapes. It works quite well but it's not without its limits (which I've tried to work around).

    When I no longer think it'll be too much of an embarrassment I'll post a link to it and I would really appreciate any ideas and feedback you might have.

    Chapter 1 example:

    I hope to be able to add a link to a demo/alpha version in the next week or so...!!

  • I would try using the "Is overlapping at offset" condition by checking if overlaps the wall when the it is displaced to the left/right of its current position. I imagine that this might not give perfect results if your bullets are very fast, but if the check is triggered by a collision trigger then I think it should work - you might just have to play around with how far left/right you have to check, or you could check in increments by increasing the displacement if the first check renders a no-overlap on both sides.

  • So.... I became a little bit distracted over Xmas and an alpha version of Dynamic Sketch Book is almost ready. I'm quite happy with how most of it has turned out, but there's no sound yet and there are only 24 levels. The physics was done with the standard plugin - very carefully! When I'm ready for testing I'll start a new thread and make a test version of it available for anyone interested / to get feedback. Here's a short screen capture which I hope does it justice!

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  • +1 - excellent suggestion! I would like it to list objects have existed on the layout but have been destroyed, and also to have a button to reset the debugger to nullify that list of remembered zero instance objects as well.

  • Good thread! My brief thoughts on this:

    Spritefont+. Getting the correct appearance of sprite fonts is easy with this and a pain with the stock plugin.

    LiteTween / Ease Tween Mod or an equivalent, as discussed.

    Paster / Canvas as well.

    Full Box 2D physics behaviours. I know that rojo has done a lot of work with Chipmunk, but there are limitations and Box 2D runs just as fast as asm.js physics in chrome.

    That's all I can think of really, the only other limits I've bumped into have been with my imagination or time available....

  • There's an option in project properties to enable automatic preload - and it's a good idea to use that for most projects. Although the sound files are loaded onto your hard drive in a nw package, they are not loaded into the browser engine until you load (call) or preload them. On rereading your original post I think that's the confusion.

  • I'm not sure about preloading sounds vs NW. Until your post here I assumed that because NW is based on Chrome, everything there should work the same - but I could be wrong. Regarding the version of NW you'r running, follow TiAm's tutorial here which describes how to over-write the C2 standard latest NW build, if you wish to install a custom or older version. To confirm which version you have installed already, if you run nw from the NodeWebkitForC2 folder and type "nw:version" in the address bar, that will show you which version you have installed on your computer.

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Colludium

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