Lou Bagel's Forum Posts

  • Using layouts will allow you to utilize memory much more effectively. You will have more room for detailed sprites when zoomed in and a greater variety of high quality images in any given area. Or you could use it to have more quality character graphics and animations.

    I think my biggest concern with using layouts is with loading time, but I guess I won't know until I try it out.

    Do you really think I will have those space concerns with this 32x32 art?

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    > > i love this retro graphics and jrpg games, im actually working on pixelart assets for make one jrpg on C2 ^^, a retro project pixelated 320*180, and 8bit music/sfx done by myself with this straordinary tool http://www.beepbox.co

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    > You are making the assets and music for someone else? Or are you going to be making the jrpg in C2 yourself?

    >

    All by myself. Your prototype is wonderful

    Feel free to get in touch if want to exchange tips on basic setups. Easiest way is probably DM on Twitter: https://twitter.com/LouBagelCombo5

    This isn't my primary project so not moving fast on it, so you may catch up to me quickly.

    Assets are from here: https://www.patreon.com/posts/top-down-starter-15062344

  • i love this retro graphics and jrpg games, im actually working on pixelart assets for make one jrpg on C2 ^^, a retro project pixelated 320*180, and 8bit music/sfx done by myself with this straordinary tool http://www.beepbox.co

    You are making the assets and music for someone else? Or are you going to be making the jrpg in C2 yourself?

  • Anyone make a classic RPG/JRPG in Construct 2?

    Would love to hear how you handled a few things such as menus, battle formulas, and switching between local map and world map (hidden layers? new layout? re-tile the tilemap?) before I decide which way to go.

    Cheers!

    PS You think this text is too cheesy? lol

  • Started on an attempt to make an RPG today ...haven't programmed the attack button yet

  • Can you isolate and recreate the issue to share?

    Also have you checked the origin points of your animation frames to make sure they are lined up?

    Edit: It probably does have to do with frame rate. While the leader looks smooth, the distance traveled probably differs per frame, so some frames the recorded distance is slightly farther, and some slightly shorter. The stuttering becomes apparent when you have a reference point such as the follower to the leader (or the viewport, which is following the leader) - If the leader on a given frame is slightly ahead, while the follower on that frame is slightly behind, you'll see a gap widen, and then it pops back as it corrects or overcorrects in the following frame. You can test this by having the viewport follow the follower and see if it starts looking like the leader is stuttering instead.

    As for a solution, I would suggest using the move towards action instead, but that has its own complications like cutting corners and stuttering when catching up as well..

    Edit 2: Also for pixel art, do you have pixel rounding enabled? That is probably the bigger culprit. Try disabling it and see what happens.

    Oosyrag, great analysis, as usual.

    Pixel Rounding is off.

    Following character moves smoothly on his own.

    When switching the view-port to follow the follower the leader does stutter.

    I could recreate but think it might be solved thinking about it logically:

    I agree the main issue is likely the varied framerate. I tried to change it to per second but doesn't seem to work probably due to the fact if the interval is too small it will still only run once per frame. And of course if too large it won't be smooth.

    So if the timing is based on a variable framerate the important part is to keep the follower the same distance from the leader the whole time.

    This seems to work pretty well so far.

    What I did was every tick add a L/R/U/D to a variable on the follower. Then set the position to the player, instead of the NPC as in previous tries, based on the count of each. Then remove the one at the beginning. That's the basics of it at least.

    Thanks again Oosyrag for the insights!

  • did you try the pathfind behavior? maybe it will work smoothly, but maybe will have some delay.

    or you can try to adapt something from this tutorial: https://www.scirra.com/tutorials/626/ma ... ing-camera

    (use the lerp on what you have done with the array)

    I was thinking more along the lines of ideas to smooth this system out. Pathfinding isn't great for short distances like this and I have new coordinates every tick so lerp wouldn't into this system. I could create a system that just records the changes in direction and lerps the distance in between, would just have to make sure to get speed/timing correct.

    I've also tried using 8 direction controls which worked easily except that if the follower gets stuck on a solid it can be thrown off permanently.

    Before moving onto a different system though I wanted to figure out why this isn't working, as to learn from it and see if solvable (before moving on to something completely different). I am thinking it is due to a variable framerate. Does that mean adding delta time in somewhere is the fix?

  • Thought I had a system to make characters follow like a classic RPG:

    ...but as you can see the second character isn't moving smoothly as there is some jumping back and forth.

    All I did was while the player is moving to add his position at the back end of an array and set the position of the follower to the one at the front end of the array (and remove it).

    Since this is done every tick I thought that may be the issue, since ticks aren't consistent. So try doing every X seconds, which made it a little smoother but not completely smooth.

    Any ideas or suggestions?

  • > Do you mean "work offline" as cached for next visit or as in putting all assets in local storage so additional requests aren't necessary while playing?

    >

    Well, both. I'm not sure why the difference is important. It saves the entire game locally so that it can still load even if you have no Internet connection.

    Makes sense. I was just trying to figure out if that 50mb notification was from a single game or accumulation in cache from multiple over course of time.

  • Still excited about this! What are you distribution plans? (ie Steam)

  • Just being silly right now:

  • All games save themselves locally so they can work offline. So yes, all projects write to local storage by default.

    Do you mean "work offline" as cached for next visit or as in putting all assets in local storage so additional requests aren't necessary while playing?

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  • Some current stats on level 1

    • number of computers on: 1031
    • number of times caught by Kate: 479
    • number of level restarts: 265
    • number of listening to Kate: 110
    • number of times coffee pot turned on: 156
    • number of coffee pot still heating (not ready): 29
    • number of times coffee pot started brewing: 45
    • number of times coffee mug picked up: 29
    • number of coffee obtained: 16
    • number of talks with Janitor: 169
    • number of times people tried to leave early: 9
  • I have a few Construct exports in iframes on my website (loubagel.com) and none of the games use the local storage plugin.

    Recently I've been getting alerts on my iPhone that "This website is trying to use more than 50mb of local storage". Do all Construct exports use local storage even if the Local Storage plugin is not used?

    Where can I read about this or how can I research this?

    Thanks