Anonymous1's Forum Posts

  • 7 posts
  • Thanks so much everyone! I'm going to toy around with lerp and see what I come up with.

    I had a feeling I'd be working with the Every Tick Event and lerp will simplify the math of the movement.

    Now if only I could spontaneously develop the art skills to make things attractive >.<

    Thanks again for the help!

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  • I'll see if I can clarify more.

    This game is a tile based game. When the player is standing on a tile they can move in cardinal directions. At this time my code simply sets the x or y coordinate to the next tile (64px difference). It "looks" awful to have the character just skip around. I have an animation made that would look great, but I need the character to move slowly across tiles.

    When the player hits right I want the player.x to increase by X amount until it reaches the 64px difference. So like... PLayer.X would have to increment x pixels over time until it reaches the final destination.

    Forgive me for using the Flash Game developer terms as I know they don't technically apply here, but this smooth movement is a tween.

  • I started to dig through the 164 pages of posts here, but I became discouraged around page 25 or 26 >.<

    I have a small issue that I'm uncertain with how I want to do this. I'm moving from an AS3 environment so I had functions like tweening to allow for smooth movement.

    C2 didn't have a movement system that worked the way I designed this game so I simply created it, but I really need a tweening.

    Right now I hard set the coords by saying on left -> player.x = player.x + 64. I was curious if there was a prebuilt functionality that would say player.x slide +64 to allow for a smooth transition while playing the animation.

    I've written out a quick and dirty method that should allow me to use globals and the every tick or every second abilities to properly move the player, but if C2 has an easier way already built in then I'd rather use it than wasting my event limiters on the free edition.

    I won't care about the "cleanliness" of my code quite so much after I can afford to pick up a standard license, but until that time I'm going to act like a C developer on a 386 :D

    Any help would be great and thanks in advance.

  • I use a simple random generator for my room maps that literally generates an array that represents the tiles int he room. This doesn't have to be limited to tiles necessarily as random generation isn't overly complicated.

    Your chest example would be something like Chest Clicked -> Rand Number 1-10 -> Load Array(#) value. If you have a sprite labeled reward with an animation strip (but no actual animation set) then you can use that instead of an array and reference the frame with the reward. If the chest is supposed to carry multiple objects just throw in another thing to randomly determine how many rewards from 1 to chest max size. So if the chest holds 4 things max the player will have the chance of opening it and getting 1-4 items from a pack of 1-# of frames. After that the tricky part is simply determining what those are exactly.

    This is just a suggestion as I'm new to C2 still (bout a week) and I haven't toyed with how the sprite frames work when multiple instances are loaded etc, but I imagine it would produce something like what you want. It would be ideal if you could get the particular instances current frame (again this can be there) and reference it to a dictionary that holds the identities of the particular item in that frame.

  • From looking at your WP7 sheets it looks like Microsoft is simply requiring an extremely high quality control of the application before submission. Reading the comments also suggests that some of the problems are simply minor things, but without a means to test your software on the platform it will be difficult to debug.

    You mention not having a means to test, but there is an emulator within the WP7SDK that you should be able to test on. The hardware will be the only thing to make it difficult to test things like low memory devices or the device that didn't have a compass.

    msdn.microsoft.com/en-us/library/ff402563(v=vs.92).aspx is a link that should allow you to download the WP7 SDK and get an emulator to test on.

  • DravenX thanks for the sprite packs... I haven't checked them all out, but I will most certainly be digging through them! I'm not the most talented artist out there so every time I can get my hands on something other people are willing to share I'm happy.

  • Hello everyone! RDePhillip here from Hysteria Games.

    I've been turned onto Construct 2 via a G+ connection while I tried to escape from Flash Game development. I'm falling in love with Construct 2 and HTML5 and plan to be here for a long time!

  • 7 posts