Posted July 31, 2018 by DevilsWork.shop
#fallout #adventure #gamedev #indiedev #classic #old school #retro
Update 2
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Update 3
Challenge
Proceduere
Now every time one creates a new layout, add the Global event sheet to the top. The game checks the global event and executes the events. Game find a a system command that tells it to play the audio track, with a bunch of variables assigned to it. Variables are - Loop or no loop, Volume.
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Update 4
Challenge
Procedure
Result - UI object fades in to screen!
Observation - No clue how many FPS is this project set at. Cant find too much information about what is the standard FPS that C3 games run at
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Update 5 Found some help in the Construct forum on how to set up a ingame FPS counter to solve my last question. ----
Also started working on the hero character The frame rates on this gif looks very choppy - meh, it plays well in game so that's ok
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Update 1
Next Steps
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Update 2
Next Steps
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I'm stuck trying to figure out how to make an event play only once and then terminate it's self after it has executed the action. To the Internets!
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Update 3
Completed the player’s 4 animation cycles
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Update 4
Phew, finally got a good part of the player controllers .. but now the player can moonwalk (facepalm.gif)
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Updated 5 - Last one for the night
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Update 1
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Update 2
Things to remember the next time I am working on a Construct3 Project - Organize everything so it makes sense. Took a pass at standardizing all the layers, and Project folders and objects. I also made a template Layout with the same Layer names so I can easily create the next layout with ease. Though this took me quiet a bit more time than anticipated, Im glad that this helped define future project pipelines using Construct3
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Update 3
Documenting some of the mistrials of learning Z Order Sorting in Construct3. In this case I have figured out rudimentary Z Order sorting between player and one object. The big challenge is applying Z Order sorting to an entire family of objects and building the events efficiently so that the game does not drop frame-rates
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Let’s consider three objects
For the first part of this exercise, lets focus on the player and the door. The player has been assigned some basic controllers. The Z Order Bar looks like this
If you run the game now, the player will move behind the Door and RandomProp
Now we are going to do a conditional check. Create a condition - where if the players pivot point.Y is greater than the door pivotpoint.Y -then resort the Z Order of the door and move it behind the player.
Quickly testing that condition we get the following results
Ok, so it works. Initially the game checks the zorder for the three objects - the player is behind everything - so when the player moves it goes behind the door. Now when the player moves downwards, the player pivotpoint.Y is greater than the door’s pivotpoint.Y - so the system immediately sorts the player to the top. And when the player goes back to the top where it’s pivotpoint.Y is lesser than the door’s pivotpoint.Y - we have not assigned any condition so the player still stays Z Order sorted to the top and goes over the door.
Let’s add another condition to instruct the system to check for Z Order sorting between Player and Door and display it correctly
Small update to the event sheet. Instead of moving the Door in front or behind the Player, that has been changed to the Player now moves in front or behind the Door. I anticipate there will be many objects that have to perform the same function and this method already feels inefficient.
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When the condition exists for two objects - the system does not perform the expected behavior and the Door's sort does not work while the RandomProp's sort order works. I will need to research 'Sort Z Order' a bit more as the concept is new and a bit confusing
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Update 1
I've hit a wall with Z Order sorting. Dang From my finding - it is easy if the Layout has a player and one object to Z Order Sort
When introducing a second object to Z Order sort - the game behaves strangely and only sorts one of the two objects
To the interwebs! Hopefully I get an answer soon
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Update 1 and Only 1
It's been a very frustrating experience trying to tackle Z Order sorting in Construct 3. There are not too many tutorials that explain the logic behind how C3 handles this. One kind soul from the forums helped me with the code and I have a ton of appreciation for them sharing their code. Read more about it and grab the source file from here. But my next steps are to get a good understanding behind the logic of Z Order / Families / and Instances.
For now, here is the finished scene for today's update
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Flushed out some game assets so that the first room can be completed.
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I got the Dialog system working but the 9 sliced object does not behave like a regular object. Even Pinning that object does not work for strange reasons.
Pretty sure this has to do with pinning objects and Game Object Behavior. On a completely different note - there's just a day or two more remaining on this gamejam and Im happy I got to learn how to even build a game in Construct 3. I appreciate all the help from the construct forums and the itch forums. I will continue working on this project and moved the dev blog over to http://devilsworkshop.tumblr.com/
So to reevaluate I am so happy I got to learn the following things
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