c13303's Forum Posts

  • I guess the "PIN" behavior won't follow an ImagePoint, it just keeps position & angle from its spawn point related to pinned object.

    I think you need to use a position action on your DOT sprite. So you need to create an event like :

    When hunter_img is playing "Attack" > set DOT position to (hunter_img.ImagePointX(1), hunter_img.ImagePointY(1))

    This way, every tick, the DOT will be positioned on the imagePoint. (you can also give names to ImagePoints)

  • Sorry I made a mistake :

    Just replace the "solid" behavior of Sprite 2 with "jump-thru" (not "platform" sorry my bad)

    Then simulate the Platform behavior "Fall down through jump thru" when touch is touching sprite6 (arrow down)

    here is my point with the capx

    http://s000.tinyupload.com/index.php?fi ... 5502689367

  • I guess you better make it automatically using the "plateform" behavior, instead of "solid"

  • thanks

    Actually I got the solution (from Spriter forum help)

    The sounds are managed by Spriter itself and then follow this tutorial

    Subscribe to Construct videos now

    Very practical and efficient. You can set your sounds very accurately while doing the animation work !

    Before that I was doing a bit like you say but it's totally messy to be honest <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

    PS : checked your instagram your artwork is super lovely !

  • Here you are :

    http://s000.tinyupload.com/index.php?fi ... 1496283105

    If you want to set the idea 1 (which is a real combo - the idea 2 is more like alternate between 2 kind of punch) you just have to copy 'System - Set punch_step to 1' into the event of line 5

    If you have difficulties please show your capx

  • Had a similar problem yesterday

    Didn't test with textboxes but I was unable to block shift + right click contextual menu until I used this :

    Maybe it can work for you too ? It worked for me w/ Firefox 40 (the latest)

    It's using Jquery so I put it just after the jQuery embed line. (line 82 of my index.html)

    <script>$('body').attr('oncontextmenu','return false;')

    function click(e)

    {

    if (e.button==2||e.button==3)

    {

    e.preventDefault();

    e.stopPropagation();

    return false;

    }

    }

    document.onclick=click;

    </script>

  • Idea 1 : for a combo

    if animation idle is playing

    + Press A : play animation punch1

    if animation punch1 is playing

    + Press A : play animation punch 2

    animation punch1 OR animation punch2 is over : play animation idle

    ?

    -------- Or ----------- Idea 2, for alternative attacks (your description sound more like that)

    Set variable : punch_step basically to 1

    if punch_step == 1

    + Press A : play animation punch1 + set punch_step to 2

    if punch_step == 2

    + Press A : play animation punch 2 + set punch_step to 1

    animation punch1 OR animation punch2 is over : play animation idle

    ?

  • Maybe you can use the angle function ?

    like "move 100px at angle(origin.X,origin.Y,target.X,target.Y) ?

  • Good question. I'm not sure it's possible ... But I don't get it exactly, because logically you can't adapt your "fixed size" layout on different resolutions without croping or having bars. (isn't it like "I want to display a triangle layout on a circle screen without cropping and bars" ?)

    Or are you planning to create different layouts with different sizes for the various screens ? In that case, you can duplicate the game layout, change its size, and make an event at start that compare the screen size, then GoTo to the layout made for it .... Not really sure if it's a good idea, though, because it can be a pain in the ass to debug if you got duplicated layouts.

    I guess best practices are those mentionned in this tutorial : https://www.scirra.com/tutorials/73/sup ... reen-sizes

    Maybe you can plan wider "decorated" margins of your layout, not made for playing but just to avoid black bars on wider screens.

  • Sometimes, when it gets online, the webfont takes time to load and then it's not showing imediately when the game starts.

    I usually fix this with a layout of loading (like a black screen, displaying invisible webfont, just to make it load in advance)

    Maybe you can link your project so we can see the "bug"

  • Thanks guys ! : sorry for that, here is the latest prototype :

    http://webmecano.com/c2/cyborgjeanne/06/

  • New Gameplay video

    Mostly : combat improvement with basic mob & new visuals

    next : grenade launcher, mobs w/ dodging, shop/chests/drops/stats item, creating a proper level, then 1st boss.

  • Trying to make my own art for Cyborg Jeanne

  • [quote:3cr3txmn]I've enjoyed watching this game evolve. I really like that trail/movement effect.

    Would you be willing to give me a simple example of how that works? I've been looking for something similar, really like the multi-directional dash but I have yet to see a tutorial.

    Thank you

    I was going to ask exactly the same thing

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  • After some tests around, the very first prototype was OK enough so I started consider doing real visuals before tuning the mechanics - because visuals may influence it.

    Here's a WIP puppet for the cyborg. In the end, I'm not going for a collage / z-movie dirty style but more detailed drawings made w/ photoshop because it will be easier, more accessible for myself to do but also more sweet for the players too. However, the story remains harsh ...