Colludium's Recent Forum Activity

  • Hi spacedoubt, I enjoyed giving this a quick work out. I am undecided about the camera movement - it felt well thought out, like a gentle lerp perhaps, but I didn't like the fact that my view continued to move long after I was standing still. Could be just me and maybe I just prefer to have the player bounded to a small area in the middle of a drag-able viewport.

    I agree with the posts above as well. I made a game for LD29 that was accused of being troll-ish; I had to have a good think about what it meant... I think that this is similar in that sometimes the player can't avoid death because the you can't see what's going to kill you next / the float is about to run out / what's off screen but you have to decide to fall onto something to progress etc. Such hidden catches can prolong game play, but only if the player sticks to playing the game... Perhaps adding a map option could be the balance to such quick deaths, or offer power ups or death immunity so that the player has more control over where they're going to meet their demise next. I hope this seems fair?

  • I quite like them... Each to their own I guess!

  • Node 10.5 is very smooth with no stutter at all.

  • Try it with Node 10.5... I would but I'm using my phone....

  • This has something to do with using the pin behavior mixed with the platform objects. If you remove the pin events and just create the segments then the collision checks reduce to 1/4 what there was before.

    Why not use physics behavior....?

    [attachment=1:lugo2pat][/attachment:lugo2pat]

    I checked a previous project of mine that had 6500 objects on one layout (mostly solids) and, with a tiny bit of optimization (turning the behavior off when outside a certain range etc) there were approx 250 collision checks per tick. If you can get the effect you want on the hardware you're targeting then there's no problem with what you've done....

    Here's an optimized version using platform behavior that disables collisions that are far away from the objects that use rely on it.

    [attachment=0:lugo2pat][/attachment:lugo2pat]

  • No probs - happy to help. I don't think there's any sort of award system in this forum, unfortunately...

  • By placing each Paster to each player, you were getting the odd visual effect because the Paster objects' hot spots were top left - you were effectively putting the player at the top left of each side of the split screen. The attached file has that changed and also uses Clamp to make sure that the Paster objects don't fall outside the layout.

    Edit to add that this sort of thing is best asked in the How Do I forum. Hope this helps!

  • The culprit clearly lies in whatever is in group 'wasteland'....

  • I agree, I'm thinking that Paster will be your friend to achieve this. You could either copy half of the sprite and show it on the Paster object, or you could paste the background onto the Paster object and then hide/reveal the sprite from underneath.

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  • You could try Auto Hot Key - I haven't used it but it seems legit. Here's an article in How To Geeks that shows you what to do.

  • I think holding down "Alt" while typing "64" should work - the symbol will appear when you then release the Alt key.

    Reference here: Alt Codes

  • I would love for a full complement of Box 2D physics functions, as alluded to already. Rojo's Chipmunk plugin looks excellent - when I tested it with moving on-screen sprites the performance was identical to C2's Box 2D. So, rather than ask Ashley to start over and try to implement yet another physics engine, I would rather that the missing Box 2D functions could be added instead - you know, weld joints, kinematic bodies, contact points, debug world rendering, and so on....

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Colludium

Member since 26 Aug, 2013

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