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Post » Sun Mar 20, 2016 1:36 am

SirPumpAction wrote:In case you want to know anyway, 3 very simple steps:
1. All you need are two sprites. One from the side (Sprite1) facing west and one from top (Sprite2) facing west. I would recommend putting them in the same container.
2. Store the height of each sprite in a variable on each sprite.
3. On every tick:
3a) Set the height of Sprite1 to cos(self.Angle) * self.originalheight
3b) Set position of Sprite2 to Sprite1
3c) Set angle of Sprite2 to the angle of Sprite1
3d) Set the height of Sprite2 to sin(self.Angle) * self.originalheight

You can use this solution with any behavior that modifies the angle of an object, nothing else is required.

ahh very clever.. yeah that probably would not look good with a detailed sprite.. I will try it though :P

SirPumpAction wrote:Btw regarding similarities to luftrausers: I know it's similar now, but I spent a total of 3 Weekends + 2 days on it so far (the exact same amount of time I spent on Construct 2). I'm at the very beginning and learning Construct 2 at the same time. Walking a similar path along Luftrausers gives me guidance and when I'm happy with what I have _technically_ I'll implement more and more gameplay changes. In the end we all get inspirations from somewhere and have to take it from there to the place we envision. I understand that this looks very much like Luftrausers, but I also know that my vision is so much bigger than what I've achieved so far, so I'm not worried at all if I hear things like "This looks too close to Luftrausers" as I know what MY goal is :)

I totally get what you are talking about..definitely a good way to learn. Honestly it just looks so polished and "finished" that thought this was your game. Even the color scheme is the almost the same Luftrausers. I didn't mean any offense, you just didn't mention Luftrausers at all. Even if it is your remake Luftrausers, that's totally cool too...I was just saying be careful when trying to sell it is all.
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Post » Sun Mar 20, 2016 5:16 am

oh haha.. doing it with a non-silloutted image doesn't only look bad.. it just doesn't work.. the very concept of it! okay.. good to know.. so I'm back to my 48 frames of rotation.. thanks anyways!
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Post » Mon Mar 21, 2016 2:33 am

I'm surprised at how much you were able to accomplish in such a short period of time! It looks pretty great. I'm super interested in how you got the water reflection to look so fantastic.
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Post » Mon Mar 21, 2016 6:58 am

The water reflection is basically just a one line shader. For each pixel you just go to the corresponding pixel on the other side of the surface and pick the color. To create the small ripples you just add a simple cos(...) calculation which is based on the time passing (global variable seconds) and multiply it by the distance to the surface, thus creating bigger waves the further you move away. And in a second step I create 100 of my 8 frame (if I remember correct :lol:) single color, single animation water ripple sprite upon start of layer at random positions and store away the original x position and set the width of the sprite to be a multiple of it's y distance to the surface, thus making the ones closer to the bottom bigger and the ones closer to the top smaller.

In a foreach loop of these ripples I just say that their x position is their original x position times the distance of their y position to the water surface % screenwidth, thus making the ones in front move faster than the ones higher up. I was inspired by the water effect in Kingdom, which I liked very much.

These two effects combined create a very neat water surface with comparatively very little hardware impact. I guess the second step with 100 water ripples etc could've also been solved via a shader and a layer ontop of the water with it's own texture that increasingly stretches pixels in width the further down we go in the image, but I didn't want to spend too much time on it, as this effect was reasonable fast enough and my laptop has more cpu processing power than gpu power :lol:

As most hardware intensive tasks in this game are basically just bound to the amount of particle effects I create, I'll implement some options which will allow the user to turn the count of effects down for better performance on lower-end hardware :) Also most calculations are not dt based, so this game most likely will run too fast on 120fps... or is there a 60fps cap in Construct 2/WebGL?

When I'm done with the game I could write a proper tutorial with screenshots for this type of stuff, but beware, I just started with Construct 2, so maybe I'm wasting rendering power with my approach. I was just happy that my effect runs well enough on my laptop, so I stopped investing any further time in performance tuning.

And I'm quite happy with the development performance in the last few days myself. Since I received my key I was able to weld the pieces together and add quite a lot of "game".
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Post » Mon Mar 21, 2016 2:41 pm

SirPumpAction wrote:Also most calculations are not dt based, so this game most likely will run too fast on 120fps... or is there a 60fps cap in Construct 2/WebGL?


no it's not capped...

someone was having streaming issues when using dt though... I use it everywhere timing is important though.
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Post » Mon Mar 21, 2016 10:56 pm

Those flying mechanics of yours look pretty slick. The level of mobility you have with your plane looks pretty great.
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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Post » Mon Mar 21, 2016 11:04 pm

Thanks, I actually implemented a simple physics family myself, as the standard physics behavior was way too complex and slow :( All smoke, particle, plane and ground units are part of this physics family and the game still renders fine with up to 1000 objects :) (not all of the 1000 use the physics family, maybe up to 400 or so)
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Post » Tue Mar 22, 2016 2:25 am

Added touch controls (full mobile support), physical damage particles, attack boats, more aggressive ai, special ability (dash), high scores, ...
Image
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Post » Tue Mar 22, 2016 3:55 am

I have to say that it's really looking incredible. The way the colours change based on the time of day, while a simple effect, adds a lot to the overall mood of the game. Great job!
Be sure to check out my Metroidvania game, A Hole in the Earth
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Post » Tue Mar 22, 2016 8:42 am

Thanks a lot ryanrybot!

Depending on the time of day the spawning enemies will change too (and day/night cycles will be much slower than what I've shown til now). At night I want to have more futuristic and deadly enemies joining the battlefield. One of the other levels, a snowy version of the red square in Moscow, together with it's iconic church etc., f.e. will feature changing weather conditions and fighting the enemies in a snowstorm will provide an even greater challenge for the player.

The 6 point gradient map shader which I programmed for the color transitions currently only swaps between two color sets, depending on the time of the day. But as it is fed by a json file, I will add simply one more parameter with which you'll be able to have smooth color transitions for any amount of points in time, like a cool dawn, followed by a bright midday, a warm afternoon and a dark night.
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