deadeye's Forum Posts

  • LOL

    GET A SMALLER SIG

    P.S. whoever squealed is getting the BANHAMMER

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  • I think spring force is the way to go on this.

    There's a couple people in chat right now trying to figure it out. Well, me mainly. But some others are looking at it too.

  • I tried this a long time ago and didn't have much luck. But there have been some new features added since then that might help so I think I might give it another shot.

    The basic idea behind it would be to link several physics objects together with hinges/springs in order to form a blob mesh in such a way that it won't collapse on itself. You can see the general theory on blob construction here:

    http://cowboyprogramming.com/2007/01/05/blob-physics/

  • You could try scrolling the background tile with a "Set Image Offset" action.

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  • Yeah, that is weird

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  • It depends.

    If it's on a console then I still love long games. If I can kick back on my couch and play an hour or two a day for the next month then that's just about perfect. GTA IV was great in that respect. Well worth the money.

    If it's a PC game, I prefer them short. I don't like sitting at my PC for any extended length of time when playing a game. It's just not comfortable. I don't mind working on my PC for hours on end, but game time is for relaxing.

    When I had my good PC hooked up to my TV I played some longer PC games and that was great, but now I'm back to playing smaller games or browser-based games.

  • Okay. The problem has nothing to do with importing sprites... everyone has been giving you advice on setting your hotspots and cropping and whatnot, and that has nothing to do with the animation issue. So if you want relevant advice, you need to ask relevant questions

    The problem you're having is it appears that the animation tags aren't working properly. Using events to set the animation works fine.

    Secondly, there's an issue with your sprite intersecting the ground because the second frame of your walking animation is a different size than your first frame. So, when frame 2 shows up, Mario falls a little bit, then frame 1 shows up, and suddenly Mario is stuck in the ground and the Platform Behavior has to push him out. This is interfering with your animations as well.

    To fix this you should use a separate bounding box for your platform behavior object. Make a plain rectangle and use that instead of your animated Mario sprite. Since the rectangle has only one frame of animation it won't change size, and therefore won't intersect the ground and cause weird behavior.

    (In an upcoming build there's a plan to have separate collision boxes that you can draw in the Picture Editor so you won't need to use a separate sprite, but until then this is how you'll have to do it.)

    Third, your animations were too fast, I slowed them down to 10 frames per second. I also added a second angle and some events to change the animation. Works fine now:

    (link removed)

    Let me know when you get the file so I can clear it from my dropbox. And may I recommend you check out my Platform School tutorial? It explains this kind of stuff in detail.

  • I'm on here way too much.

  • Seriously, dropbox is awesome and everyone should get it. It makes quick troubleshooting in chat so much easier... no need to go to smellyhost.com and type in captcha, only to have the people downloading wait for 45 seconds and look at popup ads just to get your .cap

  • nope... im too lazy to set it up haha

    Too lazy... to use speech recognition?

    That's pretty damned lazy

  • Nodes are good for things like making procedural textures in Maya or something, not necessarily for code. I would much prefer the event system. It's more like a traditional block of code, only you don't have to worry about things like syntax and whatnot.