First of all, want to say very big thanks to developers and team of Defold! My name is Nikita Borisov, I’m a programmer of TinyDobbins team, (before we called NSBrotherhood). and made such flash games as Lazerman, Tesla Defense, WizardWalls
the current project also is gunfight.io client side made on PhaserJS, the server side on NodeJS+Colyseus
a couple months ago we decided that it’s time to make mobile games.
Before I’ve tried the Unity, and one thing that I want to say, when I trying to do something in Unity … wanna kill everyone, very hate this tools terrible experience.
but with Defold I wanna love everyone Defold seems to be the engine i was looking for.
now I working on making the port of old game made by Martijn Kunst.
we made the re-make on html5 (PhaserJS). How the game is looks, you can see video of gameplay that what I want to see as result in Defold.
after a couple weeks of learning of tutorials and docs of API with the help of @AGulev and @Dragosha and of course with the help of God I made first step of porting:
the next steps:
add camera
add parallax of backround
add effects
aiming, showing the power of shot and first steps of the path of balls
the main issue that I faced right now is opportinity to flip the gameobject with spine model like hero.scale.x = -1 in flash for example
related topic of this issue: here and here
the temporary solution is to flip in the editor, but I add all objects dynamically.
I also tried: go.set_rotation(vmath.quat_rotation_y(math.rad(180))) and go.set_rotation(vmath.quat_rotation_z(math.rad(180))) it just flip “top down”
made all items from list above and for characters I use collection with spine component and gameobject with collision object. Then in update of the first:
add complex objects as a large pirate ship and stones. (thinking how to generate multiple static collision object components) using Defold Polygon Editor and PhysicsEditor
screen fade effects: black fade in/out when changing game screens and white flash effect after a grenade explosion
test on andoid! I’m getting excited to check out the game on mobiles. but first need to write scale manager. any tips with it are welcome!
What is the scale manager supposed to do? There are camera extensions in out Asset Portal that will help you set up your screen in a way that works on many different screen resolutions and aspect ratios.
now i’m using your defold-orthographic camera. Is the orthographic camera in Rendercam can do same things? I see follow, shake, but is there deadzone for camera also?
Yes, I believe the feature set is very similar. I think Rendercam has a recoil() function as well, but that could easily be added to defold-orthographic as well.
as I understand recoil() function need for shake effect. right?
I’m looking for camera.deadzone and camera.bounds in Rendercam or scalemodes in defold-orthographic…
The recoil function is kind of like a camera shake, only just in one direction. Deadzone and Bounds features are in-progress (they work fine, just not for all the camera types that Rendercam supports) thanks to @selimanac. Use https://github.com/rgrams/rendercam/archive/dev.zip as your dependency link if you want to try them out.
I only have one android device for testing, so I honestly don’t know how well Rendercam’s scale modes work on devices with different resolutions, but I will try to fix things if they don’t work as expected. (I’ve tested them pretty thoroughly with variable window sizes on desktop.)
@britzl yes! projection FIXED, looks like the Fixed_Height in Rendercam. that’s I need.
but it would be useful to add main projections such as Fixed Width for example.
@ross.grams I’ve tested today your camera. all works fine. only one issue with the order of arguments:
in docs:
whooouuups . . . good thing that’s still in the dev branch. I will fix it first thing tomorrow!!!
OK, I fixed it so it’s consistently: left, right, top, bottom. I made a separate branch, I suggest you switch your dependency link to this: https://github.com/rgrams/rendercam/archive/2.0Beta.zip - since I may make more breaking changes on the ‘dev’ branch. Thanks for testing!