Spindle's Forum Posts

  • Whoa! Talk about a gamechanger, or should I say game maker plugin :P It's not something I've even thought about before, but the level of control it gives sounds impressive! Surprising how capable C2 can still be when a dedicated developer is working on it.

    Maybe now I can make a rhythm-based wheelchair Spiderman with destructible terrain.

  • Interesting! I remember trying C2 multiplayer many years ago and I couldn't get a handle on it at the time. Would be curious to see a side-by-side comparison of the actions/conditions. Now I just need to come up with a game idea so I can use it.

    And off course C2 forums are getting placed on read-only mode now that you're sharing so many cool addons :(

  • Such a random thing to make xD But we can't control our muses!

    I like it. It might have one purpose but it does that extremely well. With the add/remove tentacles feature you can probably make a quick game where you have to eat objects to gain tentacles and taking damage removes them.

    Also it doesn't trigger my arachnophobia like the insect legs behavior. Haha!

    Here's a random idea... Is it possible to make the tentacles grab onto Solids or maybe a set family of objects? This way the behavior can also be used for platformers to make it look like the octopus is climbing up the walls/ceiling.

  • > > I was looking at this again and I was wondering if you've seen the Chipmunk physics plugin someone made a while back?

    > > https://www.construct.net/en/forum/construct-2/addons-29/behavior-chipmunk-physics-82151

    > >

    > > Now I'll admit I'm not certain how both physics behaviors work, but I found Chipmunk seems to run better in many ways including joints. I was wondering if adapting this behavior to work with it might solve the issue with breaking chains? Just wanted to suggest something in case it helps.

    >

    >

    > Yes, thank you, we're going to create a Chipmunk Physics behavior and give it all the corresponding events and actions.

    Okay, the entire physics system now uses Chipmunk2d... it's actually more stable and works wonderfully well... I've implemented the Chipmunk2d .js file.

    Load the new demo and press F5 to refresh the site.

    Oh cool! That works way better than the default physics engine. Now more sprite tornado if I pull it too fast lol. Nice job.

    Finally I can make a Tarzan game with real physics liana swinging.

    Edit: I haven't tried the new version in game yet but I was thinking, can it extend/shorten chains in real time? Maybe it can be use to make a grappling hook mechanic!

  • I was looking at this again and I was wondering if you've seen the Chipmunk physics plugin someone made a while back?

    https://www.construct.net/en/forum/construct-2/addons-29/behavior-chipmunk-physics-82151

    Now I'll admit I'm not certain how both physics behaviors work, but I found Chipmunk seems to run better in many ways including joints. I was wondering if adapting this behavior to work with it might solve the issue with breaking chains? Just wanted to suggest something in case it helps.

  • People might be surprised how useful this is haha. God knows I've recreated Z order sorting again and again in so many projects. I'm going to give this one a try, got an isometric game in the works that might need it.

  • Looks like a very smooth recreation of the o.g. as far as movement + ghost AI runs. I recall trying something similar (perfect grid based pathfinding) many years ago using Tilemap object and MoveTo behavior together with Pathfinding and it was kinda a hassle making it work as intended. Yours seems to run without any issues though.

    Am I doing something wrong though cause I only seem to get to play on 1 map? Should I be pressing some key to generate new maps?

    3D mode is cool but I kept getting controls confused between the 2D and 3D view :P Would've been interesting if there was some sort of powerup to step on that sends me flying over walls to escape ghosts. Also not sure if bug but the 3D view walls don't seem to be animated to flash like the 2D ones.

    Nice to see these kind of creations in C2, always inspires me to try new things.

  • A very special demo is coming soon! Check out the Infinite Pac-Man demo; a second demo of that is also on the way. :D We definitely need to get in touch; I have a lot of ideas for this little program.

    Ooo 3D multi-layer Pac-Man roguelike in the works? xD Tbh that actually sounds kinda cool now that I said it.

    And sure you can shoot me an email at saulconstructegw@proton.me

  • Looks very promising! Is it theoretically possible to make it support multiple levels? For example in the 2nd demo you can jump so high it looks like you can land on the walls and inside the middle area, but you get blocked by "invisible walls". Would be super impressive if it could do a whole 3D environment with different elevations, then it would be straight up like a 3D engine.

    One problem I did run into was after clicking the redirect screens in 2nd demo and trying to return to the game, every time I clicked the game anywhere I would immediately get sent to the redirect link again lol. Had to right-click to break the game's focus from the screen. Was using Chrome browser, don't know if it's just a game focus issue or what.

    Makes me wonder what sort of magic could happen if several of your plugins were used in one project. This + procedural maze = roguelike Wolfenstein? Sounds cool!

  • > That is super impressive. I'm surprised how fast it works, doesn't seem like there's any slowdown at all when I was playing it. Does the sand/water use some sort of physics behavior or it is all a custom behavior built into the plugin?

    >

    > I was wondering if you've seen some of R0J0hound's experiments with C2? He had some tests with pixel collisions and destructible environment. No clue if your methods are at all similar but just thought I'd mention it in case you find it useful.

    >

    > This looks very cool, I can see someone (re)making classic games like Lemmings or even Noita with something like this.

    Hi, I seem to recall seeing a few plugins or behaviors years ago that attempted something similar... I don't know who created them, but for my part, the crusade I embarked on was entirely self-programmed, starting from scratch, with the goal of providing you with the most simple tools possible to accomplish things that would otherwise be difficult or very difficult. Of course, in this plugin, I focused on recreating pixel-level destruction and control, reminiscent of Noita, Worms, and Lemmings, although Lemmings were all sprites. If you'd like the files, just ask and I'll send them to you.

    Hey sure I'd love to try out your plugins. No guarantees I'll make a groundbreaking game with them but maybe I can at least beta test lol. How best to reach you outside of WhatsApp?

  • That is super impressive. I'm surprised how fast it works, doesn't seem like there's any slowdown at all when I was playing it. Does the sand/water use some sort of physics behavior or it is all a custom behavior built into the plugin?

    I was wondering if you've seen some of R0J0hound's experiments with C2? He had some tests with pixel collisions and destructible environment. No clue if your methods are at all similar but just thought I'd mention it in case you find it useful.

    This looks very cool, I can see someone (re)making classic games like Lemmings or even Noita with something like this.

  • > That looks neat! Is it similar to your destructible sprite behavior?

    >

    > Can you adjust the number of e.g. pieces created and force of explosion? Can you break off only parts of the sprite, e.g. the corner of the vase if it falls on the ground?

    It's similar, but only in concept; the mechanics and coding are different. Here, you destroy parts of the sprite by generating a square mesh, while in the other, you chip the entire sprite like glass, and it shatters using physics, both with and without volume. Check out all my plugins, behaviors, and a few shaders I've made. If you like them, send me a WhatsApp message at +56962775668 and I'll send them to you. There isn't much feedback here, and the idea is that if you come up with a plugin or behavior, we can implement it.

    I'm working on an AAA Autotile system to create auto-generated and destructible terrain.

    That's unfortunate since I don't use WhatsApp xD

    I hope you continue developing your plugins and behaviors though because they look great!

    If you're looking for better feedback maybe try the Scirra Discord? There's probably more people there than on the forum.

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  • That looks neat! Is it similar to your destructible sprite behavior?

    Can you adjust the number of e.g. pieces created and force of explosion? Can you break off only parts of the sprite, e.g. the corner of the vase if it falls on the ground?

  • Looks cool!

    I did find a glitch though - if you take the sprite and drag it down from the green box over the beginning of the chain, it can break it and the chain sprites will begin glitching all over the place and slowly falling off screen. This only seems to happen with the 2 longest chains in the demo.

    Edit: ah I see the green boxes can also be moved. If you take them and pull them upward really fast you can break the chain that way as well. Happens with the 3 longest chains reliably. I think it might be due to physics behavior.

  • That looks awesome! I'm ever amazed by what sort of behaviors can be cooked up by talented coders.

    How small can it go? 1 pixel blocks? Can it work with uneven sprites that have transparency e.g. a triangle? I can see it being used for retro-like games like Lemmings or Worms to make destructible terrain.

    Inspiring to see people still making things for C2. I appreciate your work, even if it's just me haha