Originally Posted by Fifth That's kinda nuts how that font actually works. I think I've seen someone try something like that before? But still, it's nuts.
So, work on my object engine thingy is coming along, though slowly. It's still got a lot of kinks to iron out, but at least I've managed to implement some important stuff I wanted, like pinning objects to one another, a system by which objects can have uniquely-calibrated behaviors, players/characters being able to apply forces to objects, and objects being able to transfer forces up their pinned hierarchy. The result is the ability to make complex, interactive object cluster thingies.
I'm most pleased with how the "swinging platform" behavior turned out, 'cause that one's got a lot of uses.
Like...
Set of scales
Ferris wheel platforms
And bendy platform.
...Now I just need to figure out what kind of game I'm making.
My god thats some next generation click stuff right there.
If I was to make a game using that engine I wouldn't try to shoehorn physics puzzles into every single inch of the levels. Especially if it slowed the flow of the game down.
My god thats some next generation click stuff right there.
If I was to make a game using that engine I wouldn't try to shoehorn physics puzzles into every single inch of the levels. Especially if it slowed the flow of the game down.
Oh, why thank you!
And I quite agree. If I ever get a chance to make a game out of this, I'd rather use it to make interesting levels and platforming with moving, changing parts and elements. Using game physics to implement puzzles often feels so fiddly and annoying.
My mother babysits him sometimes so he told me he asked for his own game. It is not the first time I do it, I already did over 15 years ago with D.B. Team and D.B. Team Xmas!
Originally Posted by UrbanMonk Awesome Sketchy!
Is that being made with Fusion?
Clayton and I are nearing completion of the latest iteration of Splotches.
Will launch on iPad, iPhone, and PC so far. Possibly more.
Thanks
And yep, I'm still using Fusion.
The interesting thing with a turn-based game like this, is that nothing just happens on its own - everything is a direct response to player input. It means that out of 125 events, 100 are "on loop" events, 20 are "on click" events, and only 5 are "other". I think that's what happens when you get too used to coding in Javascript, and start using fastloops for everything because they're the closest thing Fusion has to functions...
Splotches is looking great btw - the presentation is very polished and professional
Originally Posted by Sketchy Thanks
And yep, I'm still using Fusion.
The interesting thing with a turn-based game like this, is that nothing just happens on its own - everything is a direct response to player input. It means that out of 125 events, 100 are "on loop" events, 20 are "on click" events, and only 5 are "other". I think that's what happens when you get too used to coding in Javascript, and start using fastloops for everything because they're the closest thing Fusion has to functions...
Splotches is looking great btw - the presentation is very polished and professional
Yeah same here. I build "functions" by adding a behavior to an object and store the parameters as Alterable Values of that object. Just set the alterable values to what you need and call the loop once. You can even call the loop/function multiple times inside the same condition statement.
I believe fusion 3 will support building classes and functions, so hopefully this workaround won't be needed anymore.
Also thanks! We're really excited to launch! This is like the 3rd or 4th iteration of this idea. It had to be remade to work on mobile devices and consoles though since the old version had some design decisions that only work on PC.
Hmmm, I've never used behaviours (and always been quite critical of them) - mainly because they force you to use the awful event editor instead of the much better event list (why?), but also because you have less control over timing, since behaviours are handled separately from the main game loop (of course, that must not apply to "on loop" events).
We'll see about Fusion 3... I still think Javascript & WebGL is going to be the way to go in the long run. Fusion is great for graphics/animation and mouse/keyboard inputs, but for actual coding, it's so much slower and more cumbersome.
Anyway, you've done very well to pull off those special effects without pixel shaders - must be a lot of pre-rendering and alpha channels... Good luck with it anyway
Oh, and I got unit movement working in my game, so yay me!
Hmmm, I've never used behaviours (and always been quite critical of them) - mainly because they force you to use the awful event editor instead of the much better event list (why?), but also because you have less control over timing, since behaviours are handled separately from the main game loop (of course, that must not apply to "on loop" events).
I'm just using them as a way to have self contained "classes" that can be transferred to other projects and frames.
I also use global events for some things that span frames such as music control, and user input management to support touch screens, etc.
We'll see about Fusion 3... I still think Javascript & WebGL is going to be the way to go in the long run. Fusion is great for graphics/animation and mouse/keyboard inputs, but for actual coding, it's so much slower and more cumbersome.
Agreed. Besides smaller projects this might be the last I use Fusion. I've been playing around with SMFL for my future projects: https://www.sfml-dev.org/
I do hope Fusion 3 is amazing though.
Anyway, you've done very well to pull off those special effects without pixel shaders - must be a lot of pre-rendering and alpha channels... Good luck with it anyway
Thanks! Clayton is to blame for the graphics.
I'm not sure what I would use pixel shaders for though?
Not much per-rendering actually. Most of the animations are dynamic and interactive.
Oh, and I got unit movement working in my game, so yay me!
I'm thinking maybe PixiJS (or Kiwi or Phaser?) myself - I like Javascript, and I like the ease with which projects can be ported to virtually any device
Meanwhile, I'm currently working on the interface a bit, now that most of the basic engine is done - I now have a pie chart to show how much territory each player owns (think I need to make it bouncy though). The colour scheme will probably change later - I think the grey is too dark compared to the bright, cartoony graphics everywhere else...