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I know you guys are busy...
kemuri
#1 Posted : Friday, April 22, 2011 4:18:24 AM




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I know you guys are busy fixing bugs and finishing major advertised features to get ready for public beta, and that's great! but so far while beta testing I've come across several smaller limitations of the engine that I think could be fixed without too much of a workload, and would add a lot of value to the program as a whole. Basically, small fixes/additions that could have a big impact on the possibilities the engine is capable of. Please consider them :) and if I'm dead wrong about the amount of work involved for any of these let me know haha.

Also, if anyone else has any smaller suggestions that they're afraid to make a whole new thread about, go ahead and post them here too.


Change the highlight color for selected conditional branches.
Right now when you select anything within a conditional branch, it highlights the branch in red so you can easily see it; but variable and switch changes are also highlighted in red. This can get VERY confusing when there's a lot of branches, variables, and switches in one event.

Allow timers to use 10ths of a second.
More accuracy is always a good thing for game design. For example: What if a designer wants a skill to have a 1.5 or 2.5 second cooldown? Or a timer that determines how long after the first jump until the player can use a double jump?

Add an ignore gravity (on/off) toggle in Program Dynamics, or the option to adjust gravity for each event individually.
Some games certainly will need to turn off gravity for events mid-game, or have gravity affect some events differently. Right now the only way to do that is to make the event(s) static, or change gravity for everything.

Add a change movement directions option to Program Dynamics.
Unless I'm missing something, once you set the movement directions for an event they can't be changed in-game.



MrMo
#2 Posted : Friday, April 22, 2011 4:13:56 PM




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We appreciate any and all suggestions to improve EGM for everyone.

1. Will do.
2. We are using frames not seconds. 60 frames = 1 second, so 1.5 seconds would be 90 frames.
3. Will do. Edit: Also, you can change the mass to affect the object's gravity.
4. I'm not sure what you mean. You can also set the Program Dynamics of the Event via Event Commands List (under category "Event"). Or did you mean the Player's Movement Directions that limits the directions the player can take via keyboard or controller?
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kemuri
#3 Posted : Sunday, April 24, 2011 10:40:12 AM




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2. When I last checked, the timer system had an input for hours, minutes, and seconds. I tried to put in 0.5 seconds and it rounded up to one. There's a wait for X number of frames option, but that halts the event processing for that # of frames rather than being a timer.

4. "Or did you mean the Player's Movement Directions that limits the directions the player can take via keyboard or controller?" This is what I meant.

kemuri
#4 Posted : Tuesday, April 26, 2011 1:31:15 AM




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Also, I feel like I need to clarify why #4 is needed. There are several kinds of physics glitches that can occur when the player presses a movement key while a program dynamic is trying to control the player.

For example, if you press the attack key and forward at the same time, the forward movement animation will end the attack animation before it is finished. Another example can be found in the Platformer Template; if you jump and press the gun key several times without pressing a movement key the physics will behave normally and shoot several bullets without messing up player's movement; but if you jump, hold forward, and press the gun key rapidly the player will actually stop in mid-air several times while each gun animation completes.

These kinds of glitches could be solved if there was just a way to stop movement input by the player for X# of frames. I figured that adding the functionality of being able to change movement directions would both solve this problem (because you could disable all directions) and add a new feature to the engine at the same time.

I've tried both the Wait command in program dynamics and the Lock Player commands but neither have solved the problem.

If you don't understand what I'm getting at I can record a video of the glitches occurring.

MrMo
#5 Posted : Tuesday, April 26, 2011 2:55:37 AM




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Those glitches shouldn't happen in the first place. EGM is built to take the worry out of game making as much as possible so if you run in to glitches such as that, always let us know and don't let a work-around be your only and final solution. We will fix those glitches right away.

I will still add number 4 because it maybe useful in other scenarios such as mini-games.

As for the timer, if you want to use a frame based timer, it might be more accurate to use a variable. Create a variable called "Timer" and add a new Global Event. Make it "Background Process" and add a new program, Data > Variables > select "Timer" and "+ Add", "1".

Using this method, you can have more than one timer for any purpose. I use it for "Shield" in the shooter template but the timer takes place in the Player, rather than a global event.
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kemuri
#6 Posted : Tuesday, April 26, 2011 2:29:06 PM




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I guess I'm too used to other game makers where if something doesn't work then a work-around is your only option haha. I'll report any weird movement behavior I find.

I mentioned it in my last post and did a little further testing; both the Wait command in program dynamics and Lock Player commands don't appear to work on the player at all. I've tried calling them from the Player Editor, autorun global event, and background process global event, and none have stopped player movement. Sometimes they stop the ability to jump but that's it.

The variable timer has worked great thus far, that works perfectly.
kemuri
#7 Posted : Thursday, April 28, 2011 8:55:34 PM




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I might have been mistaken about the Wait X frames not working. It looks like I needed to 1) add the Wait X frames command and then 2) check the "Wait Completion" box at the bottom of the program dynamics window in order to get it to work. I'm still pretty sure though that the lock player command doesn't work at all.
MrMo
#8 Posted : Monday, May 02, 2011 1:26:49 PM




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You can add "Wait" through the Commands window, you don't have to use Program Dynamics for "Wait".

Also, are you trying to Lock Player inside of the Player or through another event? You won't be able to lock the player in the player editor. When the Player is locked, all it will disable is built-in default controls such as movement. Any custom controls will need a custom lock through a switch and a condition (If Switch PlayerLocked Off). And Lock Player only works until the end of the Event that calls it. So once the Event is finished, it will turn it off.
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kemuri
#9 Posted : Tuesday, May 03, 2011 2:23:01 PM




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I believe I tried Lock Player from both within the player editor and another event, although I didn't know it wouldn't disable any custom controls in the player editor, so I guess it is working as intended. I've been able to achieve what I was trying to do with the wait command.
kemuri
#10 Posted : Monday, May 16, 2011 9:02:22 PM




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I've been using the program for quite a bit of time now, and here are some more suggestions that I think would improve the software significantly.

In the Move or Apply Force program dynamic, allow the custom angle to be a variable
A lot of action games will use apply force commands to move the player/events at custom angles, such as the 8 directions. Right now a different program dynamic needs to be made for each possible direction the force can be applied, instead of just editing the variables and calling the program dynamic once.

Better variable/switch organization.
First, variables are not organized by categories in Edit Variables from the command list, which could get confusing very quickly, because they're just ordered by their id# and that's it. Also, the order variables and their categories are listed can't be changed.

Option to move animation frames and event placement with arrow keys.
This would allow for pixel-perfect precision that's difficult to do with a mouse.

There is currently no way to do 'Condition< If Projectile is colliding with event'.
Or have a projectile turn on a switch etc if it collides with a specific event. Basically, there needs to be some way to trigger an event/condition when a projectile collides. I'm currently replacing projectiles with events to get around this.

Add a switch/variable list while playtesting.
So that we can see the current value of switches and variables in real-time, and also manually change them for testing purposes.

An FPS cap for the editor.
My FPS while working in the editor tends to be a little excessive, over 2000 fps. I'd like to be nice to my computer and let it slack off a bit haha.

Thanks as always.
MrMo
#11 Posted : Tuesday, May 17, 2011 1:45:04 AM




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Good suggestions, thanks :).
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MrMo
#12 Posted : Tuesday, May 24, 2011 6:21:31 PM




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"A lot of action games will use apply force commands to move the player/events at custom angles, such as the 8 directions. Right now a different program dynamic needs to be made for each possible direction the force can be applied, instead of just editing the variables and calling the program dynamic once."

Actually, you can use "Turn" and than "Apply Force" or "Move" in the direction "Forward".

"An FPS cap for the editor. "

Also, your computer isn't being overused because of high FPS. the FPS just calculates the number of times your hardware is able to call Draw per second. Basically, it just means you have a badass computer.

Can you check if the high FPS messes up testing the Animations?
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kemuri
#13 Posted : Wednesday, May 25, 2011 1:01:36 PM




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"Actually, you can use "Turn" and than "Apply Force" or "Move" in the direction "Forward". "

I'll give that a try.

"Also, your computer isn't being overused because of high FPS. the FPS just calculates the number of times your hardware is able to call Draw per second. Basically, it just means you have a badass computer.
Can you check if the high FPS messes up testing the Animations?"


Alright, just making sure haha. When EGM is minimized my cpu usage is 0%, if it's open then my cpu usage sits at about 30% even if I'm just leaving the window open not doing anything. This doesn't happen with software such as say photoshop so I was curious. Also that 2000fps comes from the fraps fps display, the editor fps display says it's running at 900-1000fps.

From what I've seen there haven't been any problems with animation playback in the editor.
kemuri
#14 Posted : Monday, May 30, 2011 7:14:14 PM




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"Actually, you can use "Turn" and than "Apply Force" or "Move" in the direction "Forward". "

Gave it a try, haven't gotten it to work. No matter what method I use to turn the player, "forward" is always whatever direction the character is moving in, regardless of other inputs. Maybe this is because I'm using a sidescroller with gravity instead of something with a top-down view? I'm currently using multiple program dynamics for each angle as a work-around.
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