cincipon's Forum Posts

  • iF keyIsDown == jumpButton

       IF player object and water object are overlapping

       THEN playerY+=1 (or you could simulate jump control on the player platform behavior)

  • Don't sell yourself short! And also, trig is supremely useful in any video game development. Worth the investment of time if you're at all serious about making images move/stretch/rotate.

  • I get it better now. Thanks!

  • I just find that using global variables for things that aren't truly global in scope, leads me astray.

    I'm not really talking Construct 2 here, more Javascript and programming in general. I'm a total C2 noob, so I can't say one way or the other about your solution. What do you mean "everything dynamic"?

    I personally try to keep everything relating to an object within that object as much as I can.

    So for example I like to put position and rotation stuff in the object that handles collision, and animation logic and the like into the object that handles sprite changes. Even though I might otherwise be tempted to handle things like "is the player shooting" or "where is the player" globally since there is only one player.

    oreilly.com/javascript/excerpts/javascript-good-parts/awful-parts.html

  • I personally use a Cintiq (old large one) and it is fantastic. But it is large and expensive and immobile.

    Penny-Arcade's artist just gave in impromptu review of using the new Microsoft Surface tablets, penny-arcade.com/2013/02/25 , and he seems to think it's pretty great, and better than a small cintiq.

    I've been waiting for an affordable pressure-sensitive tablet, and I'm hoping to get my hands on one and try it out soon (not that I can afford a new gadget of any type, but fantasy and all that).

  • docs.google.com/file/d/0B-6JjcHcczubZGc1RGtDbF9Dbnc/edit

    That should link to a capx demonstrating. t is the step, or speed, theta is angle of rotation, a is one axis of the ellipse, b is the other

    The initial transformation I posted rotates about the origin, so this new one is corrected for that.

    The parametric equation is:

    X(t) = Xc + a * cos(t) * cos(theta) - b * sin(t) * sin(theta)

    Y(t) = Yc + a * cos(t) * sin(theta) + b *sin(t) * cos(theta)

    AND OMG I NEED TO REFRESH MY TRIG. Thanks for pointing out a glaring weakness of mine. :(

  • instance variables will work too, if you decide you want to track more than just the player's position. I hate the idea of using globals for anything that I don't have to. Anytime I clutter up the global namesapace, I run into trouble down the road.

  • Have you tried taking the output of that, and then feeding into this, where a is the angle of tilt?

    x = X cos(a) - Y sin(a)

    y = Y cos(a) + X sin(a)

  • One thing that I noticed is that a stark white background really accentuates any blurriness caused by sprite movement. Unless you plan on having a white bg in the final product, perhaps change that first?

  • How about incorporating z-index? The top z on the top layer that you're interested in would be the visible pixels.

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  • Why would you need to in this case? Each quest complete stage is a discrete item, as is each element in an array. Why don't you try making a quick demo and see for yourself where you fall into trouble?

  • Have you tried anything? You won't know where you get stuck until you try it, and once you get stuck, perhaps a more specific question and/or a supporting capx will get you some pertinent answers.

    I'd make a tiny map, put two questgivers on it, make one invisible, and then some invisible improvements, and then see if you can get that to become visible once the initial quest is complete.

    Good luck!

  • or maybe code a moving tutorial that picks and flips the proper shapes for a hole to give a general idea of what you're looking for from the player.

  • Sprite>Set Animation>"Name of animation"

  • You could use the function plugin zoom/unzoom in the 7 you want.

    scirra.com/manual/149/function