R.E.D.D.I.T. WIP and question (Construct Classic)

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Post » Fri Aug 12, 2011 12:30 pm

Hi everybody. Been a long time since I last did something in Construct, but now life's a little more relaxed so it's time to get back to it.

I'm hoping to actually finish something for a change by sticking to a small and simple project. In this case it's a little twin stick shooter inspired by that horrific time sink known as reddit.

The gameplay is still being refined, but the gist of it is: Our hero, the Forever Alone Guy trying to get to his one desire - NSFW material, while all this distracting junk gets in the way so he needs to get rid of it. And he does it by downvoting. Hence:

Rapidly Extensively Downvote Distracting Items Tonight

Anyhow, here's a screenshot:




Now that last bit is where we get to the question - as you can see the enemies are somewhat ordered - I didn't want them to overlap and become a mess. The solution was really simple:

[code]+ Enemy: Enemy overlaps EnemyBot
-> Enemy: Move 1 pixels at angle(EnemyBot.X, EnemyBot.Y,.x,.y) degrees[/code]

Just push the enemy that's overlapping away from the other. Works quite nicely until there's a lot of them, when the 1 pixel of movement isn't quite enough. So I put in a little thing that pushes harder the more enemies there are:

[code]+ Enemy: Enemy overlaps EnemyBot
-> Enemy: Move 1+Enemy.Count/16 pixels at angle(EnemyBot.X, EnemyBot.Y,.x,.y) degrees[/code]

The problem, though, is - it isn't exactly smooth. So my question is - any way to smooth it out?

To aid with the question and give a little glimpse of the project here's the cap.

You'll need the awesome Scale Behaviour and the also awesome HSV effect.

WASD moves, mouse shoots, the controls are completely not done yet, there's rough edges, etc. It's quite early. Pressing Space toggles slow motion, which can be fun.

Thanks in advance for any suggestions.
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Post » Fri Aug 12, 2011 3:33 pm

Might try a snap to grid type movement.
lerp(int(.x),int(.x/n)*n,1-0.5^timedelta)
lerp(int(.y),int(.y/n)*n,1-0.5^timedelta)

Where n= the size of the sprite, or size of the grid.
Image Image
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Post » Fri Aug 12, 2011 6:18 pm

Thanks newt, will have to look into it, but I feel like that would make them a little too uniform, if they always try to stay in a grid formation. Currently I have slightly randomized speeds so their overall movement is fairly fluid and actually flocklike, which is nice.

Anyhow, I felt like the background was a little stale so came up with a new, more dynamic version which interacts with our hero and his shots. Doesn't look too impressive when not in motion, but here it is:




The (really simple) tech behind a part of it can be seen in this cap. Doesn't need any extra plugins or filters. Easy to make something that looks like fluid dynamics using this as well.
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Post » Sat Aug 13, 2011 8:44 pm

Ok, some more progress here - and a somewhat interesting direction design-wise. It's now synced with the background music in several ways. As more custom things get used and I suspect few people actually want to deal with that I have made an exe version available.

WASD moves, mouse aims (a bit strangely, because of the layer scroll rates currently). But you can have a bit of fun and marvel at the visuals. Right click will toggle something as well.

Here are some recent screens as well...


The background is currently composed of 4000 objects, so I'm not sure what the performance would be. With 10240 objects it started to slow down here, so I decided to dial it down, leave more room for the fireworks.

Anyhow, if someone tries it, early feedback would be welcome.
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Post » Sat Aug 13, 2011 9:52 pm

I can't wait to repost it!   
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Post » Sat Aug 13, 2011 10:25 pm

[QUOTE=Caspis Sinclair] I can't wait to repost it!    [/QUOTE]
Ah, someone knows reddit well...
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