Nabu's Forum Posts

  • I have used C2 and C3 Pathfinding for a while and I would say it's well optimized, with edge situations bugs having been solved along the way. I used it for quite big layouts with hundreds of objects regularly requesting paths, and it never had any performance impact unless you do huge stress tests. That said, performance considerations should be taken from desktop to mobile.

    Do bare bone stress tests, large layouts, basics sprites, every tick or X seconds and measure performance on various devices.

    Edit : the Pathfinding behavior benefited from the C3 runtime update and you can find Ashley RTS development blogs about improvements. It's reliable.

  • Metrocity Escape Prototype has been updated to last Construct 3 version !

    It's a fast paced runner and shooter set in a futuristic hive city where you drive flying cars while shooting at pirates and cops in a chaotic runaway.

    • Drive futuristic highways
    • Hijack flying cars, trucks and bikes
    • Get weapons and shoot randomly at pursuers
    • Get gun boys to shoot for you as your drive
    • Take a break at a station to refuel and repair
    • Get mad and crash your car into traffic jam
    • Defeat bosses

    Project is quite old but has been reworked and is now in a much more polished state.

    Scirra Arcade : https://www.construct.net/en/free-online-games/metrocity-escape-prototype-87841/play

    Itch.io (not updated yet) : https://nabu.itch.io/metrocity-escape-prototype

    Old C2 thread : https://www.construct.net/en/forum/construct-2/your-construct-creations-23/metrocity-escape-free-142030?kws=metrocity%2bescapel

  • Hello,

    I came across a bug when migrating a project from 449.4 to 495, one sprite disappeared mid-game, with object existing in debugger but no rendering. I suspected a broken thing linked to hierarchy and inheritance.

    After hours testing, I realized Construct 3 added a property called "depth" in every Add Child action in the project, that was ticked by default. Unchecking this new property solved the problem, inheriting "depth" from parent was messing with removing parent and adding child in the same tick.

    But I'd like to know :

    - is there any documentation about this "depth" property ?

    - is there any documentation on the Add Child action and hierarchy related things ?

    - adding property with new version shouldn't be disabled by default to avoid bugs ?

    I've searched the manual with no result. Thanks for any help on this.

  • You're welcome !

    I guess that in this type of game you're developing it's important to have a perfect level design, with every level as unique as possible to avoid boredom. Through the level the progression is linear as a path is intented to be played from start to finish.

    But as I do really like randomness, I assume it would be cool for the player to jump on an unusual platform whose behavior change with the previously encountered things. So the player would think "ok, this one is tricky, I can follow a planned route almost all the level and once there, it's skill and luck".

    It's personnal taste, but this triggers challenge and will to go further.

    Edit : or, is some levels, you could have another possible less obvious and more difficult, for a part of the parkour. And even a temporary path that would be accessible only with right timing.

    The thing I think works best :

    Simple and reliable gameplay mechanics => many possibilities for the player

  • Hi, just tried it.

    The character has nice pixel art and fluid animation. The gameplay is smooth and pleasant. The movement seems pixel perfect and the momentum is well executed. It's directly comprehensive and playable. The level design is precise and not frustrating. Nothing to say more, it's good !

    I'm not really a fan of these types of games, but when it's fluid, it's cool to play.

    - I would like to see it more bloody and death animation.

    - The dog could be barking and play special waiting animation when player takes too long.

    - Maybe add a bit of randomness in some levels, or some level elements. Some platform could have little erratic changes in their pattern, not enough to break parkour path but to make it more dangerous.

    Have a good time developping your game !

  • Here is an updated and upgraded version of ROT.JS from this plugin : https://www.construct.net/en/make-games/addons/569/rotjs-updated

    ROT.JS is a javascript library with tools for rogue-like games, including dungeon and maze generation, cellular automata for caves, field of vision computing and others things.

    It was adapted by aaXe and Rikette for the Construct 2 engine, and then ported to Construct 3 runtime by MrRiker30.

    ----------------------------------

    Changes :

    - Plugin ported to SDKv2

    - Save/LOAD bug fixed

    - Corridors access added

    ----------------------------------

    ROT.JS Updated Plus (SDKv2) :

    https://www.construct.net/en/make-games/addons/1661/rot-js-updated-plus

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  • Thank you for checking. By the way, in the time I already fully ported the plugin and will release soon.

    Edit : plugin manually ported, fixed, upgraded and released here :

    https://www.construct.net/en/forum/construct-3/plugin-sdk-10/rot-js-updated-plus-sdkv2-188667

    https://www.construct.net/en/make-games/addons/1661/rot-js-updated-plus

  • Hi, would it be possible to port the Rot.js plugin from here ?

    https://www.construct.net/en/make-games/addons/569/rotjs-updated

    Edit : after hours trying and failing to port the Rot.js plugin using the official Porting to Addon SDK v2 Documentation, I give up and hope some others will succeed.

    Regarding the porting of EasyStar.js from Magistross, the manually converted version provided here didn't work for my projects (preview won't load). I found another ported version here that worked for those interested : https://www.construct.net/en/make-games/addons/1571/easystar-sdkv2-port

  • Hi darren-chung and EMI INDO,

    Would you give me some help in updating these plugins to SDK v2 ? Or do you know any updated version or tips to update them myself ?

    https://www.construct.net/en/forum/construct-3/plugin-sdk-10/looking-sdk-v2-updated-plugins-186185

  • Hello,

    Is there any updated version for these plugins ?

    - EasyStar.js for Tilemap (by Magistross)

    - Rex Boids

    - Rex Light

    Or is there an easy way to port them ? I heard of auto porting.

    Thanks

  • Thank you megatronx for your constructive answer and useful advices. I will surely tweak a demo very soon with changes based on what you pointed.

    Today I released the full version of Erdluitl on Itch.io and posted a small development log.

    https://nabu.itch.io/erdluitl/devlog/668365/full-version-and-update-12

    This version was mainly for stress testing (singleplayer and multiplayer), stability, some value adjustments and bug fixes. By "stress testing" I thought of the ability of the engine to handle bottleneck situations, but I also discovered that it can cover user interactions. In fact, some players will press buttons in ways you wouldn't expect and cause bugs the dev didn't imagine (like pressing a thousand time on two buttons before action complete, to see what happens...).

    The first campaign has also been completed and tested.

    Come and try the game !

  • This is the first trailer for Erdluitl, any feedback or suggestion is welcome.

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  • Yes, it may happen sometimes as Windows Defender or other antivirus triggers false positive. You have to set an exception in the settings. It's very random and may happen on some builds and some machine without any visible reason.

  • Just posted a 40 minutes gameplay video for people to have a clear look at the core game. It is a small succesfull playthrough against one computer AI, that tried to assassinate me before being crushed by a last raid.

    Hope you'll like it.

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  • Erdluitl

    Legends of Below

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    Erdluitl is a dungeon keeper clone, with RTS, RPG and roguelike elements. Previously existing as prototype project named "Monsters", made for testing RTS application and for my small cousins and my friends to play, it is now revived years later as a real game.

    Since then the game has been improved and optimized in many ways and is now available in its most stable and recent version as a demo. It is presented here for a while for testing until the release of the full paid version that will include the entire campaign storyline, multiplayer mode and unlocked features.

    • Dungeon keeper simulation
    • Dig rooms and mine resources and find treasures
    • Build workplaces and produce weapons
    • Grow food, maintain population and attract new creatures
    • Special creatures, skills, spells, traps
    • Infiltration, diplomacy and treason
    • Various gameplay and tactics
    • Storyline Campaign
    • Singleplayer against AI
    • Multiplayer with AI support

    Come and try the demo on Itch.io here :

    https://nabu.itch.io/erdluitl

    Link to the topic about previous version of the game

    (migrated from C2 to C3)

    https://www.construct.net/en/forum/construct-2/your-construct-creations-23/monsters-rts-dungeon-keeper-141843