BluePhaze's Forum Posts

  • alejovilla227 You just drag the .scml file into Construct 2 while having your project open. You also need to install the Spriter plugin. There should be a tutorial on this. I am at work right now so can't do much looking around to find it.

  • Have you searched the forums for Scaling and touch? There are threads on it showing that you have to take into account differences in coordinates when scaling on different layers.

  • In photoshop/illustrator/gimp/inkscape simply put each moveable part of the character on it's own layer. Lower Arm, Upper Arm, Head, Torso, Upper Leg, Lower Leg, etc... then save each piece as a separate .png, and import them into spriter. Put the pieces together and then animate them. Much better than frame by frame. You can get the free version of spriter, though the pro version is only like $25.

    So a lot of time by not having to draw each pose of your character. Also saves a LOT on file size in your game as you don't have a full copy of the whole character for each frame of animation. Just one copy of each individual piece, and the spriter .scml file handles putting them together and animating them. So instead of having for example a 200KB image for each frame (multiply the 200KB by how many frames you have) you just have the initial 200KB made up of the parts, and spriter handles moving those pieces and animating them for you with no additional copies needed. So if you have 100 frames of animation total, you just shrunk the animation graphics file size down by 100 times. From 20000KB (roughly 20MB) to 200KB or .2 MB. It saves time and space, pretty much a win/win.

    Check the Brashmonkey site for videos of it in action: Spriter

  • Characters are trade marked (Officially Licensed as a visual representation of a company) and copyrighted as well. There is absolutely no reason not to come up with your own character and your own name (Frogger is also protected trademark/copyright). There is no advantage to going with a well known character. The company that made it will sue you, and the players will say you are a rip off. Lose/Lose.

  • Try using much smaller increments. I have adjusted vector X in my game in order to allow the character to wall jump and varying the strength of the X has worked fine for me.

  • You need to set it so that the touch triggers your event for the variable jump the way you did with the up arrow. The problem with doing Simulate Platform Pressing Jump is it basically just triggers a set vectorY at whatever strength your jump power is. Instead on touch do the same thing you are doing for your variable power. Or maybe with is touching instead of on touch.

  • it is hard to tell why without having the .capx file to look at. Without being able to look at the events and the sprites frames it can be really hard to pin them down. When I get shake it is usually due to the animation frames not lining up with the floor correctly (collision polygon different in each frame) or the camera is not setup well for the scrollTo behavior.

  • Alright, here are some examples of how I handle movement and the associated animations. Note that this is from an event sheet of an early prototype for a production game I will be releasing soon. This is an earlier version so not everything is optimized and there are some parts that may not be relevant for you such as the checks for Running. I have keyboard and touch controls in the game so when I want the character to run I check to see if the B button is down, or if the Running variable is set to 1. You may also see some bits in there of my wall jump or double jump or falling logic, feel free to ingnore these as there are more pieces to them that are not included in this example. You can also check my tutorials (Link in signature) for wall jumping and double jumping techniques.

    <img src="http://dl.dropboxusercontent.com/u/10285716/ConstructSampleScreenshots/MovementAnimation1.png" border="0" />

    and a bit more...

    <img src="http://dl.dropboxusercontent.com/u/10285716/ConstructSampleScreenshots/MovementAnimation2.png" border="0" />

    Hope this helps.

  • The easiest way I have found for animations for jump and fall are to use spriter to create the animation, you can then export as .png frames if you don't want to import the full .scml spriter animation.

    JokerSushi Not sure why you need a special solution for animation on jump and fall. If you are using the events correctly they work fine. You just need to account for landing/on floor, etc... and set your animations not to loop for those pieces as well.

    And if your sprites animation frames are done properly there should not be any floating. If you get float either the frames are not trimmed, the image point is not correct, or you are not pinning to your invisible sprite (collision box) correctly in most cases...

  • Check the tower defense tutorial. The tutorials and manual should be the first stop in most cases...

  • I think he is still moving, you just can't tell because there is no details in the level that would give a sense of movement. Also, you need to update the animation events to set his animation back to walking when he lands on the ground. Right now if you jump and keep holding it he stays in the jump animation. Since there is no jump animation specifically it means he goes to his default standing pose.

  • nicholasgolden bscarl88

    Not if you actually want your site indexed by search engines and you want users who do not have the latest browsers to have full functionality. There are also many controls and other HTML 5 elements that are not part of the canvas.

    You could reasonably add some small interactions or animations to a page, but I don't see a driving reason to do a whole site using it. There are many other tools out there that are specifically made for quickly creating sites that would work much better.

    Just my 2 cents...

  • I would set an instance variable on each turret like canShoot. Set it to default to false or no, and then when you set the turret down have that event set the canShoot instance variable for that turret to true. Adjust the shooting event and add a check for canShoot = true.

  • elafreat Now I am confused, you asked him how you would sell it if it were an HTML5 game, then when he answered you said you don't intend to sell it...

    HTML5 games can be sold to publishers looking to put it on their site,they can also be packaged as apps for windows, windows phone, android and apple...

    With these even if the game is free to play you can put ads in it. Depending on the ads and the marketplace they pay you usually per every so many thousand impressions or clicks. But you still have to pay to get on those marketplaces and that is usually $100 for a year. Or I believe $50 a year for Windows Phone.

    On the other hand profit sharing usually means you and some others get together to work on it and depending on what each persons role is you get paid a percentage of the revenue once the app begins generating money. It doesn't always work out that well so I would make sure if you are going to do it that you hook up with a good team that knows what they are doing and are not just messing around with high hopes. It takes some dedication and skill to get a money making game out there. Too many people are just throwing crap out there by the ton trying to get enough people fooled into downloading it that they can make some money. The upside to that is if you do put the time and effort in your game can still stand out from the sea of sub-par poorly design crap that is flooding the marketplaces. Just my 2 cents...

    Hope this helps.

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  • Sure, glad it started working! One of the things you pretty much always have to do is remember to crop the frames of the animation by holding shift when you click the crop button. otherwise each frame comes in the size you made it which could include a lot of whitespace above or below.

    I am more than happy to help, feel free to share your capx if you run into any more issues as well.