tunepunk's Recent Forum Activity

  • would something like: set frame to round(player.angle/45) work?

    Ahhh! Makes sense! Thanks!

  • I have a sprite animation of 8 frames. Is there any neat easy way to set the frame number depending on an angle? and what would the best way be to do that?

    I guess i could do it manually by adding 8 events. 1 for each of the angle spans, that I want to use, but is there any smarter, or more neat way to do it?

    Player.Angle 0-45 > Set animation frame 1.

    Player.Angle 45-90 > Set animation frame 2. and so on.

    It doesn't look very good in my event sheet.

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  • Never mind. I got it working. Works great! Another question though. Is there any good way dealing with lag compensation?

  • I checked the examples and tried the plugin and everything seems to work great. But I'm a bit stuck on one thing. What is the best way to continuously track the positions and rotation adn bullets of 4 players? As i can tell from the The Pool example it only sends events on click... Some more examples or tutorials would be awesome.

    So far i tried to send the rotation every 0.2 seconds of one character (ActorNr1) using Photon Set Actor Photon.MyActorNr custom property "Rotation" "player.Angle" wich seems to work fine. As ActorNr2 can see the changes in rotation if i read the property change.

    Or are there any better way to sync positions and rotation in realtime without sending to many messages/events?

  • Divide the duties. One does the Construct stuff, one does the artwork/sound/music/animations or anything that's outside of construct.

  • Looks interesting. I was thinking each level could have several win conditions or "missions/quests" so to speak? That would give some variety. Ideas for different mission types could be.

    *kill all enemies.

    *protect resource - enemies will keep moving towards one point that you have to protect.

    *delivery - bring something from point A to B

    *sneaky - go from point A to B undetected.

    *find something. Scout the map. Hidden item is not revealed until you are 2 tiles away.

    Maybe something like that would be fun gameplay?

  • Could use both for different situations i.e when you take a power-up, or low health, or whatever, but personally i liked the purple one. :p

  • Looking nice so far. I'm a bit curious how a 4 player game would work on a small device... 4 people tapping on the same screen?

  • Nice atmosphere. Looks good so far. To give any constructive feedback from what I've seen on the video:

    * Walk/character animations may need some improvement. They look a bit stiff. That's about the only thing that bothered me, since in this kind of game i guess you will walk around a lot to explore, a bit more polished walk animations would be good. I guess it's not a big thing but I guess would add a lot to the overall feeling.

    Keep it up!

  • Looks great. Gives me some nice "flashbacks". I'll be following the development of this for sure... So far so good.

  • Found a good article with a lot of good points regarding game design. A great read that i suggest anyone to take a look at. Some things seem like common sense, some things are easy to forget. But definitely worth a read.

    http://tonydowney.ca/designing-to-succeed/

    Cheers!

  • It seems a lot of places getting hit by this one all over the internet. Forums video sites etc etc, and seems like it's escalating. Time to make some tin foil hats and prepare for the collapse of the internet, and the world as we know it. :p lol

    Any news articles about this yet?

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tunepunk

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