Your C2 tests

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Post Options Post Options   Quote Puck Quote  Post ReplyReply Direct Link To This Post Posted: 25 Mar 2012 at 1:28pm
Thanks. Sorry but I've been updating that Shadowtest directory as I build the game I'm working on, so the html page was no longer a representation of what I originally posted. I've gone back and edited it now, so it's pointing back at the original shadow test.

The zombie game I'm working on is where that test originally was, which is here. It's uses the same shadow system, but with a tweaked shadow sprite (basically just a solid wedge of black with a bit of blur to the edges).



I'm just trying to get it optimised at the moment. It runs fine on my desktop PC, even when it's forced to use Canvas2d in IE, but I tried it on a laptop today at it was unplayable. The optimisations I've done (such as culling out shadows when they're off screen) actually loweres the overall fps (especially in webgl, which could handle the extra sprites), but it also smooths it out, so hopefully less dips into the 20's. Plus with the optimisations it also means I can hopefully increase the level size without any slowdown.

I thought using sprites as shadows was a good idea, and it works fine for enemies and collumns and small things, but you need heaps of shadow casters to make a wall (butted up against each other to fill the gaps) which isn't ideal. I can't think of a method to do the walls and buildings in a simple way though. If I could use vectors / polygons this would probably be easier I expect?

Edited by Puck - 25 Mar 2012 at 1:43pm
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Post Options Post Options   Quote JohnnySix Quote  Post ReplyReply Direct Link To This Post Posted: 25 Mar 2012 at 5:22pm
By Amazing coincidence I was looking at this thread -

http://www.saltgames.com/2011/2d-shadow-effects/

It's done in flash but similar method I think.

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Post Options Post Options   Quote Puck Quote  Post ReplyReply Direct Link To This Post Posted: 25 Mar 2012 at 10:49pm
Yeah that's a similar effect to what I was trying to achieve, but I think it's done in a better way there than they way I've done it here. They actually calculate out the proper polygons for each object, so all the shadows are accurate. My one just draws a shadow sprite (that looks like a black wedge) behind each object, which is fine for enemies and small objects, but very inefficient for walls (need dozens of 'shadow casters'). I'm not sure how to use their method in C2.

Here's an even better implementation with the same method, though it goes a step further and has soft shadows - http://www.gamedev.net/.../dynamic-2d-soft-shadows-r2032

And of course, what originally made me want to try and make a simple zombie game with dynamic shadows, Notch's "Left 4k Dead" test game before he made minecraft.
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Post Options Post Options   Quote inkBot Quote  Post ReplyReply Direct Link To This Post Posted: 28 Mar 2012 at 1:17am
Today I got the idea in my head to compare the two most common types of health meters. The one where you have a meter that increases in length when the player upgrades his health, and the one where the meter stays the same but instead the upgraded health is handled with percentages instead.
That lead to me thinking about how I would go about making the latter one.
When I got that to work I thought about fighting games and how the sometimes have curves and weird shapes. So I started thinking about masking, and subsequently snooped around on the forums to see if someone else had tackled it. Someone had, so I adapted that into my little experiment.

Result.

Edited by inkBot - 29 Mar 2012 at 12:16am
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Post Options Post Options   Quote rafhelp Quote  Post ReplyReply Direct Link To This Post Posted: 30 Mar 2012 at 12:09pm
why is it so very slow in firefox. Is this the case with all games?
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Post Options Post Options   Quote podpathos Quote  Post ReplyReply Direct Link To This Post Posted: 04 Apr 2012 at 8:33am
C2 recreation of simple Mouse Toy actionscrip code by Zevan
http://db.tt/C0HOj71n


Edited by podpathos - 04 Apr 2012 at 8:36am
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Post Options Post Options   Quote podpathos Quote  Post ReplyReply Direct Link To This Post Posted: 04 Apr 2012 at 2:41pm
Mouse toy 2...added some stuff: create/destroy circles at will, change angle, radius, shake effect, order of movement...
instant fun :)
capx

edit: open in Chrome, in Firefox after clicking button rest of comands for changing parameters dont work unless you click outside of game screen



Edited by podpathos - 06 Apr 2012 at 11:03am
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Post Options Post Options   Quote Erndog2k Quote  Post ReplyReply Direct Link To This Post Posted: 07 Apr 2012 at 7:03pm
wow soo cool cant wait for finished product
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Post Options Post Options   Quote aridale Quote  Post ReplyReply Direct Link To This Post Posted: 09 Apr 2012 at 3:54pm
heres one of my lil tests

Platform Test

So far I can tell its a pain in the ass to work with tiles in c2 lol

Edited by aridale - 09 Apr 2012 at 3:55pm
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Post Options Post Options   Quote KrazyKaos Quote  Post ReplyReply Direct Link To This Post Posted: 12 Apr 2012 at 5:44am
@aridale

I liked the mechanic! And I agree with you, C2 needs image editor tools.

Edited by KrazyKaos - 12 Apr 2012 at 5:45am
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