BluePhaze's Forum Posts

  • Thanks all! I couldn't find it in the navigation on the site and searching for R116 in the forums produced all the bug posts, so this helps me a lot, thanks again!

  • Hey all,

    Sorry if this is common knowledge, but I am having a hard time finding release notes for R116. I see bug postings in the forums, but nothing with a feature/fix/etc... list of what is in R116. Can someone point me in the right direction?

    Thanks,

    James

  • Hello Lucid,

    I am purchasing Spriter Pro (Pre-Order) now. After seeing all it can do, etc... I wish I had been looking at this stuff last year and could have participated in the Kickstarter for this. You guys rock, great tool to really bring professional level animation systems to HTML5 based games.

    I wanted to check with you on a question as well if you get a chance, do you guys have any metrics on resource saving on spriter animations vs. sprite sheets? For example using the jungle platformer sprite sheets as opposed to cutting the character into their composit parts and doing the same loops via spriter. I would love to see the per difference and project size savings along with the resource usage stats if at all possible.

    I have 5 games currently in the pipeline and using Spriter for them will make a world of difference in the animations, I just need to be able to plan accordingly for the resource usage so I can better choose how many objects, sprites, etc... I should have in any one scene...

  • An additional enhancement to this is that if you are using jumping animations, you should start the jump animation again when the double jump starts. For example if you use the jungle sprite sheets, the jump from idle animation works great for the double jump animation.

  • Thanks much for this, I had come up with my own scheme that was pretty much identical to this but had an issue where they would keep jumping as many times as I hit the button while in the air giving an infinite jumping ability and it wouldn't function if they were already on the downward arc of their jump (falling).

    Turns out that it was because I based my logic on "is jumping" instead of "not on floor". It makes a world of difference. Thanks that was the one little piece that I was missing...

  • Another idea for the shield bar, is if you have an actual visible shield sprite that surrounds the player, or something similar, you can adjust the alpha on the shield based on the amount of shielding they have, for example 50% shield means the players shield (I picture a bubble type shield around the player in this example) has a 25% alpha... so it is only 25% solid/visible... 100% shield would be 50% alpha (as I wouldn't want the shield to hide the player). Just a thought...

  • Have you read the tutorial on supporting multiple screen sizes? It is very helpful.

  • Well I guess this is a good case for testing out myself. Once I have built out a test case and sample project I will build it and run it on my surface RT to test it in both modes...

  • Hello All,

    Have any of you tested your games both from IE10 on Windows 8/RT and compared it to the performance of running the game as a Windows App? I am just wondering at any performance benefits if any of running it as a Windows app. Trying to better decide if I need to optimize for IE10 or if running as a Windows App will eliminate some of the Perf hits you see from IE10 as opposed to Chrome, etc... until MS gets their HTML5/JavaScript performance figured out...

  • Another bit that would make a difference as well in stopping the AI from being quite so good is the bullet speed itself. If it is too much faster than the player movment speed, there isn't going to be much they can do to avoid being hit.

    So throwing off the accuracy a bit will help much, but you may also want to toy with bullet speeds to make sure it still feels fun in terms of having a chance to dodge bullets that way a good player can still have the rush of living on the edge and flying as close as they dare to the path of the enemy bullets. Just a thought, I know it doesn't help in terms of the overall objective of predictive targeting, just more along the lines of fun factor.

  • Thanks for the input! I will try that when I get home, currently here is my method for it:

    on the player object I have an instance variable called Action.

    When Arrow Right is pressed Action = right

    When Arrow Left is pressed Action = left

    On Collision with <whatever object I want>

    And Player Speed is > 400

    If player Action = right then set Player Vector.X 500

    Esle set Player Vector.X -500

    or something like that. It works but figured I would see if there was something a bit more simple. Not sure how all these checks will affect end game performance.

  • Hello All,

    In the platform example tutorial, there is a section that goes over the behavior when jumping on an enemy. In order to create the effect, when we land on an enemy we test to see if our Y value puts us higher than the enemy, and if so we set Vector Y to -700 this gives us the effect of bouncing off of it.

    I am working on a similar thing but for running into solid objects when moving above a certain speed. For example if the player is running and their speed is above 450, I want to have them bounce back a little bit when they hit a wall, etc... I can't just say Vector X -700 as that will only move them in one direction and I need to account for the direction they are running at the time. My thought it to setup a Right and Left action (similar to the enemy AI behavior in that same tutorial) but have it on the player, when they are running normal set it to right, and when it is mirrored, set it to left. Then when they hit an object I test for Left or Right, then have them bounce back a bit using Vector X +/- 50.

    Is there an easier way to do this? I had thought I saw a behavior for this at one point using a "reverse" action? But cannot seem to find it, also if memory servers, it was not for the type of behavior I am looking for.

    My end goal is that when the player is going to fast and they run directly into an object they bounce back a little bit and maybe trigger an animation (have them land sitting on their butt for a second for example). Any thoughts?

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  • For my proposed method it is more about swapping out the spriteset based on what happens in the game. The onion skinning if I a not mistaken is about looking at the animation of an object and seeing multiple keyframes at once so you can see the overall steps of the animation superimposed on one canvas and then tweak them as necessary. I apologize if I am misunderstanding the use of onion skinning in this particular instance.

  • Hello Zero6, does that lead to a visible jump or stutter in the background scrolling when you set it that way?

  • Thanks for the informative reply! I think where I am off here is that I was assuming that the Spriter object would use more memory than a spritesheet due to everything it does and brings with it including the generated sprite sheet, etc... My assumption was that a sprite sheet would be less resource intensive than an entire spriter object.

    I will definitely go over the tutorials with Spriter, etc... I guess my question now is, if I want to use spriter to make my main character and all my enemies, will having that many spriter objects give me much savings over using sprite sheets and instances for them? I am assuming I can use C2 to tell the spriter object to change to different animations the same as I would with my existing sprites in C2 that use sprite sheets?

    Thanks again for all the info, all of my experience with keyframing is from Flash, so I understand the tweening process, etc... but C2 and Spriter are still very new to me, so are sprite sheets.