IsometricRobot's Forum Posts

  • This post will be helpful to determine the distance between your emitter and sprite:

    scirra.com/forum/how-to-get-the-distance-between-two-sprites_topic45039.html

    Assign the formula to a variable

    Then you can set a condition of when player sprite comes in X distance then set action to change audio set volume.

  • Oh oh oh yeah, sorry missed it in the manual.

    Are you asking how to set the distance to interact with the Set volume action?

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  • So looking over the manual I think there are two ways you could do this.

    1) Find a custom plugin for audio (if one exists).

    2) Use multiple versions of the same audio track manually set at different volumes using a sound editor. This would require no plugin, but would increase the number of the same audio file you need for your game. (this increasing its size).

  • Also, if you want to put ads in your game this is a good way to do it if you have a adsense enabled youtube account.

  • I've done one with animated gifs. My game Pongageddon on the arcade has a cutscene if you lose in the second stage.

    However, Using gifs are low quality and increase the size of the game file. I had to cut it in half in order to get the size right for the arcade.

    What you can do is upload your video to youtube for your cutscene and then you the broswer plugin for Open URL in new window. I would suggest creating a custom page that has the Youtube video embedded in it and nothing else. This gives you the option to make it autoplay.

    It's easy, just copy the embed code next to the video on the YouTube page, & paste it wherever you plan on embedding the video. Next, erase everything in the embed code that comes before "<embed>" & after "</embed>".

    Once you do that, there should be a url inside the code [that starts with http://] in quotations. Click inside there & in between the last character of the url & the closing quote, type:

    &autoplay=1

    Autoplay is basically a boolean you set to on when its equal to 1.

    Edit: Angry Birds does something similar to this.

  • Have you reviewed Ashley's tutorial on supporting multiple screeen sizes?

    scirra.com/tutorials/73/supporting-multiple-screen-sizes

    edit: If you are using scale the Layout will not adjust the Ratio of the layout. So using just scale would require your phone's screen to be the same ratio of the layout not to see the blank areas.

  • Maybe make the firing and walking a boolean?

    1 If right pressed, walking is ture

    else walking is not true

    2. if fire pressed, firing is true

    else firing is not true

    3. If Walking true and firing not true play walk. Make arm visible

    4. If walking is not true and firing is true play "fire" animation.

    5. If walking and firing are true play "walk" animation and make "walk arm" invisible and make "fire arm" visible.

    Untested, just thought it up on top of my head.

  • Bump -

    I was wondering if anyone had any games made using this plugin?

    I am very interested in gesture based commands in C2 games.

  • I tried doing a bit of research on touchpads. A lot of the newer ones produce post 2010 work just like the touchscreen on a cell phone. I'm sure if there was a way to customize the output of the touchpad you could do some interesting game concepts. However, this would require, I believe a deeper understanding of the hardware and programming. Being very much outside the reach of C2 mechanics.

  • Ashley

    If you ever decided to do a C2 version for game server / databases I'm sure people wouldn't mind paying for an additional license.

  • If you check out the latest blog post you can get the idea of how many sprites they use for stress testing.

    I think it depends on what platform you intend to make your game for.

  • Server will be down tomorrow. Tough luck.

    <img src="smileys/smiley2.gif" border="0" align="middle" />

  • You could have the individual sprites show destruction animation in steps until finally you can show the building coming down. It would require a bit of art to be done, but using the sprites like tiles would allow you to reuse instances of the same sprite to save time in deploying the work. (Better than trying to animate the whole building.)

  • Have you tried using more than one imagepoint?

  • You can create sprites that spawn on top of the areas that are destroyed effectively masking the building piece by piece.

    So you can have your building sprite covered by a bunch of invisible collision enabled areas. Set you condition for destroying "part" of the building, have the secondary sprite become visible with appropriate change of appearance and if applicable disable collision.