chrisbrobs's Forum Posts

  • Thanks for the example. I was wondering what alias meant.

  • Thanks guys, i will have to try and make a 'game' one day, instead of examples!

    Regarding the settings for the animations, the following 2 settings seem to control the speed:

    <img src="http://dl.dropbox.com/u/22173473/faster.png">

    (The second value set lower makes the animation faster)

    http://dl.dropbox.com/u/22173473/BoxingTutorial3.rar

    This cap work a bit better and contains a 3d Punchbag (ive got to sort the collisions out for it though)

    Important point regarding the settings

    To change individual settings for each characters 'Bone' behaviour, you select the characters sprite that has the bone behaviour assigned to it and select 'edit' to start bone editing mode.

    When you change something and you want to test the new settings, you have 'close' bone editing mode before the new settings take effect.

  • "Now they give me the same value, but it's 1,50mb."

    I downloaded your cap ( 1.00mb vram ) when run.

    Resized the sprite, and it was ( 0.06mb vram ) and the sprite still looked ok?

    <img src="http://dl.dropbox.com/u/22173473/rocksmall.png">

    http://dl.dropbox.com/u/22173473/smallrock.cap

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  • I know what you are saying, but the backgrounds are...just backgrounds? They dont need to be massive images anyway. With a decent image editor you can create resized images, then enlarge them in Construct without Distortion affecting them?

    Sorry if i am not understanding the original post.

  • The Rayman games graphics were created with 'UbiArt Framework'

    http://ubi-art.uk.ubi.com/category/developpement/

    "The idea behind our animation system is to be able to animate any kind of image. The image may be a 3D rendering, an India ink drawing, a modelling clay background, an image drawn on a graphics tablet or a scanned image, and so on. In fact, any visual source can be used. We put the focus on freedom and simplicity, to make it easy to start a project and add content without much hassle.

    Once the drawing is ready, an in-house tool lets us add the skeleton and determines which part of the drawing will move and how. Then all the animator has to do is design the animation poses, and the tool takes care of the image deformation.

    1, Create an image for the level.

    2, Cut it up into pieces.

    3, Add a bone to each element, to compose the skeleton.

    4, Bring it to life by animating it? It?s that simple.

    If you?re into the technical stuff, we use 2D patches to contort sections of the image with a level of complexity that can adapt to the potential needs of the final rendering and the target machine. This technique adapts remarkably well to this type of animation and gives excellent performances in a real-time context."

    <img src="http://dl.dropbox.com/u/22173473/main%20layer.png">

    <img src="http://dl.dropbox.com/u/22173473/All%20layers.png">

    (The green dots are bone connection points)

    Construct has all the tools needed to make a game along these lines. (layers, transparency, bone behaviour....etc)

  • Here's a simple way to make a Boxing Game with fighters using the 'Bone bevaiour'.

    (99.97)

    <img src="http://dl.dropbox.com/u/22173473/BoxingTut1.png" border="0">

    You control the Blue Cloth character.

    Left right arrow keys to move, left right mouse to jab and punch.

    The opponent only has Basic AI at the moment, but i will improve it as i go along.

    There isn't a written guide, but the events have comments above them, so you should be able understand them.

    BOXING1

    BOXING2

  • Simple Random pattern creator.

    <img src="http://dl.dropbox.com/u/22173473/pattern.png">

    http://dl.dropbox.com/u/22173473/Visual.cap

    variant:

    http://dl.dropbox.com/u/22173473/Visual2.cap

  • I haven't made a time clock since .62, but I'm wondering how well the global variables for time hold between layouts now? In .62 I made 2 clocks in one layout:

    One ran on a timescale like 12:00 and counted down every second.

    The other ran on a scale like :35 and counted down every second.

    But when I switched to different layouts, the clocks would break, and after I began playing the game the :35 clock would disappear and never reappear again. That was weird. I'm going to check into this in the new versions and see if this is still a problem.

    Can't answer your question, but you could check out the following post:

    http://www.scirra.com/forum/viewtopic.php?f=2&t=9732#p74556

  • Here's a simple (talking) clock i made about a year ago.

    It displays the time and date, and if you click on it it speaks the time.

    <img src="http://dl.dropbox.com/u/22173473/clock.png">

    http://dl.dropbox.com/u/22173473/talking%20clock.cap

    (only tested on XP, i dont think Vista or windows 7 has the same speech engine)

    Hope this helps.

  • Ran out out ideas for games, so i made this.

    Pretty pointless, but it is what it is.

    <img src="http://dl.dropbox.com/u/22173473/film.png">

    http://dl.dropbox.com/u/22173473/Shortfilm.rar

  • A simple 'Snake' type game made with C2 v38.2

    Use the arrow keys to control the snake.

    http://dl.dropbox.com/u/22173473/basic%20snake/index.html

  • Thanks for letting me know that its fixable at least.

    Re: Z not rendering when zoomed?

    I thought my example illustrated that you can zoom, and the sprites still render?

  • If you are you using MSPAINT to create your sprites, you need an image editor that supports transparency?

    http://www.scirra.com/forum/viewtopic.php?f=5&t=9412

  • Got the following errors when i try to start the program

    <img src="http://dl.dropbox.com/u/22173473/c2error.png">

  • awsome!