Wednesday, September 24, 2014

Damage and Recovery

I'm still knee deep in Ingenuity Fest work (more to show soon) and haven't had a chance to work on the game.  I'm definitely getting the itch, if not the time.  So I sketched out a quick pose for a concept I was thinking of.  

Originally, I was thinking of no health bar for the player.  Lets only have the health of the NPC's be important.  Then, I started to think that maybe a player health bar is important.  I mean, I want you to be fighting enemies.  So naturally you need the bar.  But wouldn't that require health packs/food/etc?  Doesn't seem to fit in what I want to do.

Then I started to think about most modern shooters and their regenerative health.  I want the player to have health and I want him to be able to die, but he is a super hero after all.  So what if I go with the thought that he could be beaten to death if he takes too much damage.  It would also give the player a reason to back off for a second and regain their energy.  Sure, I would love to make the them feel awesome all the time, but blowing through enemies isn't very interesting.  And having to stop for a second to recompose your self is a different way of thinking.  Maybe I'll have a button to recharge quicker like those old stamina bars in wrestling games.

Of course this is all brainstorming.  Who knows if it will work or be fun.  But its the direction I'd like to move in.

Till next time.


Monday, September 22, 2014

Let's Play Catch

Have I fallen off or what?  I was posting pretty regularly.  Making a lot of good strides.  And then "Poof".  Gone.

Well, I've actually been pretty busy on a Rust Belt Monster project that we'll be showing at Ingenuity Fest.  Can't really show anything now, but I'm hoping to have more soon.  Fingers crossed.

I did, however, squeeze in some sketching on break the other day.  I may have mentioned it before, but I had an idea that he player would be able to throw objects at enemies.  Not all of them would be ground level either.  You could snatch air conditioners out of people's windows and chuck them at things.  Sound fun, right?

Well, I was thinking about what if they can throw stuff at you?  And how would you react to such acts of aggression?  Why not just catch it and throw it back.

One of my favorite NES games was the old Super Dodge Ball.  You could catch the dodgeball and use it against the other side.  The other cool thing, is that when you caught the ball, it would make you slide back a little bit.  Gave it a real look of force.  I'd love to do that sort of thing all throughout the game.  You don't want to take control from the player too often, but that could be cool.  

So that's an idea I've been playing with.  Hope to have more soon.


Friday, September 5, 2014

The Mystery of the Turn Animations for 8 Way Movement (Construct 2)

Oh how it boggles the mind.  My mind is all a boggle.  I started off really proud of myself because I fixed a problem I was having in Construct 2.  Turns out the stopping animations from yesterday's post work great unless you start moving again mid-animation.  The game really didn't like that.  So I spent a half hour over thinking the whole thing and making a mess of my code.  Stepped back for a moment and the solution was right in front of me.  Just change the Animation State back to "Start" and trigger the animation again.  Pretty Easy.

In the middle of my "over thinking" phase, I contemplated triggering a turn animation to break up the stopping and starting.  That got me thinking about how I really haven't solved that problem yet.  I think I can get away without a turn in the slower flight animations, but the fast flight animations will be more obvious with the body flattened out and constantly turning.

Its probably going to need to be done with a bunch of conditions and some way of overriding the existing movement based angle animation.  That, and will I have to account for the time it takes to press the buttons.  If you are holding the left arrow and then press the right arrow to change direction, wouldn't there be a moment inbetween where neither keys are down.  Hmmmmmm.

Looks like I need to go to the forum.  More soon.

EDIT: Putting this here so I don't forget.

Shanon White (CaptainZeroGame on Twitter) suggested I make a variable for the last direction my player was going.  Then I will just compare that with my current direction.  If its East and West, play animation.  I'll have to trigger it in the spots where the movement angle is changing my abbreviation for the movement.  This probably doesn't make sense, so I'll put a bit of code up if I get it working.

Thursday, September 4, 2014

Flying Animation States Working in Construct 2!

Holy crap it works!  I mean....(darting eyes)....I knew it would work.

The animations aren't all in, but it works.  And that is a huge victory.  So the way it works is when you begin to move the state is "Start".  When any of the "start" animations end, it changes the Animation State to "Loop".  The loop animations will play for any flying angle until you stop moving.  Actually, its triggered by none of the arrow keys being down while a loop animation is playing.  Then it changes the Animation State to "Stop".  When any of the stop animations end, it changes the state to "idle".  That puts you back to square one.

You can test it out at the link below.  Full animations are for left and right.  But if you start flying at left or right and then fly around, you'll see the animations all loop until you stop while going left or right.  Hopefully that makes sense.  Press F to trigger flying.  Arrow keys move.

Check it out here: Superhero Build 9-4-14

Wednesday, September 3, 2014

So Many Animations

Oof, this is getting complicated.  But not TOOOOO complicated.  At least that's what I keep telling myself.  I'm knee deep in my implementation of the new animation system and its actually working.  At least so far.

During flight, I have the animation starting at the "Start" animation and then transitioning to the "loop" animations.  It will stay on the "loop" animations until the player stops.  Then it will begin again with the "start" animations.

I ran into a couple problems at first.  1) 8-way movement doesn't have a "on moved" trigger.  It just has "is moving".  The problem with that is that is just constantly repeating.  I need it to know that after one of the starting animations played, the animation condition goes from "Start" to "Loop".  Luckily, they have a "trigger once" event that I threw into a sub event.  Worked like a charm.

2) I'm dumb and had my syntax wrong.  I mentioned in a previous post the names of each flying animation is just the combination of 4 different variables.  I was using the + sign to combine those instead of the "&" sign.  Simple enough when I researched the original tutorial I found on picking animations that way.

Next up is triggering the stopping animations and then animating all of the remaining starting and stopping animations.  I hate myself more and more for including that cape.

Till next time,


Monday, September 1, 2014

Animation Naming Conventions

Oh boy.  Looks like this new animation system is going to be complicated.  I originally thought that you could direct Construct 2 to look into specific folders for the animations I would need.  I was then going to name the folders after different variables I would be triggering.  Well, the folder thing is wrong.  In fact, as far as I can tell, the folder is just to help you keep track of your animations better.

So, "what's the solution?" you may be asking.  Well, variables thing will work, but they will have to be in the actual animation name.  So now, the animation for flying north without holding anything is "FlyEmptyLoopN".  Looks kind of lengthy, right?  The new breakdown is like this:

Ground/Fly/Fast + Empty/Civ/LiftSm/LiftLg + Start/Loop/Stop +    Direction
      "Flight"                   "Holding"          "Animation State" "Direction"

So, Yes, it is complicated.  But I have to keep telling myself that I only have to set this up once.  Once these states are in place, it should account for being able to hold all civilians and objects (heavy and light).  I think I have the whole thing worked out.  I might work on the lifting of objects first as apposed to before when I put a civilian in first.  We'll have to see.

Till next time,