C-7's Forum Posts

  • Ashley's answer is still valid. Computers produce small rounding errors all of the time. You have to deal with them. If you are basing your animation on VectorY=0, don't. Check for < 0.1, or something like that.

    It isn't an issue for my project, but the vector values can be significantly off.

    I'm not using vectors to determine things in my game, but even <0.1 would miss it--it's over 3.

  • I downloaded your file and checked my project, and it's completely true. The perpendicular vector value does change once you reach your maximum speed in any direction, though it doesn't actually move the player in that direction. This really looks like a bug.

  • My first game!

    I started on Dec.26th, and have this as my demo level. Most of the animations are very limited at the moment (walking only has 2 frames).

    You can pick up different swords, and use your shield to push back the drones! (still troubleshooting why sometimes they bounce THROUGH you).

    Congrats on starting your first game! It's a great experience that teaches you a lot. You have a good start with your art too. Keep it up!

  • You can also use cpuutilization to show your cpu use on screen.

  • Mortar Melon, The Next Penelope, Airscape, Cosmochoria, and Star Nomad 1 & 2 have all released on Steam and other big marketplaces off the top of my head. I'm not sure how much they actually sold, so maybe not blockbusters, but really good games with big releases nonetheless.

  • The pin behavior should work (admittedly I've never used it). Otherwise, just set the position of one object to the other every tick.

  • Try going to File>Preferences>Misc and uncheck "Cache icons in editor for better performance". That's the typical culprit for this because it bumps up against (and through) Windows' object limit. This only really happens on projects with a lot of objects in it because of all the different-sized icons and such loaded for it. It'll make editing events and such a touch slower depending on how big your game is, but rock-solid stable.

  • The most likely problem is your collision polygons for each frame. Either make a polygon you like on your first frame, right-click on it and copy it to the rest of the animation OR (and this is my preferred method) have your character be just a rectangle Sprite with all of the code and logic tied to that. Then just attach a second object with all of your animations to that so your animations and logic are independent.

  • I'm away from my computer, but I believe it's System>Set Object Time Scale (and then restore)

  • There's actually an object timescale event you can use instead of the system one. Maybe put the rest of your game objects in families for simpler events, then set the object time scales of all of those and your player wouldn't be affected then.

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  • In the plant example, you could just make each one its own animation within the same sprite object. That's definitely the easiest way. For custom stuff, you can replace frames/images from a URL or project file. And, lastly, if you want multiple objects stuck together, either use something like the program Spriter (which is made for stuff like that) or put them in a container and place them relative to directive image points on the base sprite frame.

  • C-7 Nice video.

    How are you doing the Z-sorting ?

    Hey thanks! I have all of the possible sprites in a family. I filter those down to what is on-screen and on the Player's layer then loop through them with a for each ordered by Y and move them to the front (thus ordering them). Then I loop through all of the player and npc Spriter objects and insert them into the order relative to their respective invisible dummy Sprites (of which all of the code runs from). The rest is simply placed on layers above or below the player.

  • This thread should have your answer, I think. Much of the problem is actually the solid behavior in this case. Using that method has made everything great for my game with the 8 direction behavior.

  • And another post this week--this time about mapping!

  • Here's damainman's playthrough of the C2 prototype for our next title Battle Princess Madelyn

    More info on the game in official thread: https://www.scirra.com/forum/battle-princess-madelyn-from-the-makers-of-insanity-s-blade_t165299

    It looks stunning! Great job!

    Here's a video showing some of my map-making process in C2!