firebelly's Forum Posts

  • I have a odd problem where I want an easy way to manage a lot of animations.

    Exmaple: Pokemon game. Your Enemy Sprite will have 100+ animations. One for each monster and one for each evolution of that monster. Picking the right one gets difficult. If I assign the animations numbers like 1_1_Monstername, I will have problems because some monsters have 3 evolutions, others have 2 or 1.

    Can anyone think of a good way to organize my animations? Could be a combo of dictionary/array or something less complex.

    The end goal is this.

    Given 1-2 constraints, I want to randomly select a monster at a given level. I want to be able to select via type, evolution level etc. At this time, I'm using a naming convention like 1_1_stuff. But this isn't good enough. Any thoughts are appreciated!

  • Just an update, I tried using r138.2 with the COcoonJS fixes, and I'm still getting a black screen with the error I posted above. Again, Ludei suggested it is because of Box2D being old. I don't know if the cocoonjs fixes in the .2 release were meant to address that.

  • Talked to Ludei, he says they are working Ashley to fix. Sounds like the versions of Box2D used are not compatible.

  • Sorry to kick off this old thread.

    But my error console says "JavaScript Exception"

    File: 'c2runtime.js'

    Tag: 'script'

    TypeError: Cannot read property

    'Dynamics' of underfined

    :5501:332

    :5509:251

    :6363:3

  • I posted this before, but basically you are looking for a shader that does shadow casting.

    greweb.me/2012/05/illuminated-js-2d-lights-and-shadows-rendering-engine-for-html5-applications

    This guy has a head start on it.

  • I'm getting this on multiple phones. Not sure what to do. The Ludei forums are really bad, I can't even figure out how to make a post.

  • I think I will be in trouble if it doesn't support WebGL. There are parts of my game that really need the horsepower to get by. Plus I'm using shaders for certain parts to give atmosphere.

  • I would avoid webstorage for important stuff like that. I would look to Clay.IO or something cloud based. Too risky to trust the platform not to nuke the webstorage cache.

  • I have some blocks that fall from the sky next to each other. Sometimes the physics gets stuck and the blocks don't fall. It's a puzzle game, so it's like bejeweled etc.

    I started with the example puzzle template, but I tweaked it a little to add more blocks etc.

    What combination of physics settings, bounding boxes seem to work the best to prevent any sticking while falling? Given the blocks are right next to each other. Should I just move them a pixel over?

    Any advice is appreciated :D

    Update: Here is an example, the brown block should be falling down. But it is stuck, when a new block falls on it, it will knock it down I think.

    <img src="http://i.imgur.com/2sTVv3Q.png" border="0" />

  • New sprite font is same to Text object.

    If you won't create a new object, better don't use new sprite font.

    Well all my fonts now use old Sprite Font, and I have them all over. If I delete it, and re-add with the new sprite font, I have a ton of work ahead of me. I'm wondering if I can open the C2 files, change the object type and be done with it, or if there are other implications.

    I can't use text because, well text is too unpredictable across all platforms.

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  • I have a handful of old spritefont's that I want to update to the new official one.

    Is there an easy way (via the project files) to upgrade all my current "Sprite Fonts" with the new "Sprite font"?

    I want to avoid having to create a new object and redo all the fonts as it is very complicated what I have now.

    Any suggestions are appreciated.

  • Done!

  • Tweet this guy: twitter.com/frankolivier

    I asked about windows control support at the Build Conference. He is the one that gave the WebGL talk. Tweet him, email him, send him mail. He's the guy IE that does WebGL and Web Audio.

  • There are a couple of examples in the How do I...FAQs specifically for this. Go down the list, download the examples, run them, learn them, tweak them, then build your own. There is for an example floating around for a random platformer example.

  • Ask about the Web Audio API!

    If I can't track down the same guy, check your twitter, I looped in Scirra into the discussion. This is the guy who is directly responsible for helping drive the WebGL movement. Like I mentioned in the other thread, he seems very big on Three.JS apis.