3030's Forum Posts

  • Yo my C2 homies.

    So here's what I got from tonight's work... i think it's close but needs some tweaks for sure. The main thing missing at this point is a 1:1 'drag' scroll.

    You'll notice Im actually setting the bullet and drag action on the BUTTONS themselves. Personally I think this is far superior and less resource intensive as you can have the rest of your UI / background / etc static without worrying about scrolling through everything. PLUS it has the added benefit of doing things like wrapping etc with a little more effort.

    So here's my rough work so far... Let me know if you can help me get it a little further along...

    http://d.pr/f/19RgU/2vWIaYL5

  • hey part12studios - just curious if you've delved deeper into this / have come up with any solutions. Im about to get heavy with this tomorrow probably and would love to share my results, but even better if we're halfway to a solution that hasnt already been posted.

  • rexrainbow - thanks so much for all your amazing work. I was noticing the 'time away' plugin doesnt seem to work on mobile if you're just 'pausing' the game by hitting the home button and returning. it only seems to work if you actually **close** the app then return later. Is there some way to get it to work for simply switching away from the app then switching back?

    Thanks again! Crazy good stuff.

    Nate

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  • Im worried that using spriter will add a bunch of excess stuff to my project... ie... mess it up. can anyone who uses spriter say whether thats the case or not?

  • chances are the permissions get bunked when you bring it from Parallels / VMWare into OSX.

    1. Open terminal

    2. Type sudo chmod -R 0755 path/to/file/yourfile.app

    3. Type password.

    4. Enjoy.

  • Also on there as 'nateschmold'... things have died down painfully in the past few months...

  • I saw that game before and I was really interested but I didn't know it was made in C2. How long did it take you to make that? Have you made an other games?

    Ive been working on this game since about November last year. So almost a year now.. It's my first 'real' game. Anything before this was just experimenting with C2 for a couple years.

  • Check: http://store.steampowered.com/app/293240

    Every Tick: Player > Platform Behavior > Set Angle of Gravity > angle(Player.X,Player.Y,Planet.X,Planet.Y)

    Every TIck: Player > Set Angle > angle(Player.X,Player.Y,Planet.X,Planet.Y)

    Player is simple player controller with platform behaviour

    Planet is solid shape with 'rounded' polygon collision. If you look at your example while you're running you are actually going up hill then downhill then uphill then downhill.. Those are the peaks / points in the collision shape.

  • Great news on this today:

    https://github.com/greenheartgames/gree ... t-57587279

    "small update. we are going the NAN (Native Abstractions for Node.js) route (thanks GeoffB).

    It looks like we will have a test-build with the core API's (excluding workshop support methods) ready some time next week"

  • This did the trick Ashley, thank you. I removed the 'requirement' for the player to be 'on-floor' when triggering a jump. Instead I created a "jumpAble" instance variable, which is set to 1 when touching ground. If you leave the ground it subtracts at 0.04 per tick (found it to be the best balance) So basically in less than a second its set to zero. Then i just said:

    • If you push jump
    • and jumpAble > 0

    - Set jumpAble = 0

    - Move player at velocity -X (jump height)

    Thanks again. Game getting smoother and smoother

  • Ashley

    My bad i guess i dont mean the animations themselves, but the platform state which triggers the animation. Definitely using a green square as my player controller. Sorry for the weird way to ask about it. I think the millisecond delay might work since its always just little 'ticks' that block the jump.. trying to wrap my head around the actions, but i think i'll get there. Thanks for your help!

    Nate

  • Yeah still having issues with this because now i want to have a different falling animation vs. standing / walking so its triggering the falling animation whenever he's hitting those spots, even just for a sec. So even if i re-write the jump it's going to be an issue with the falling animation... i wish i could think of some other way to basically 'not trigger' falling, unless a jump has been detected...

    Ashley - is there any way to force a platform animation?

    thx guys

  • Awesome, yeah I think i know what you mean: if overlapping circle shape, and jump button pressed: do jump function.

  • Dont do a collision check, do an overlap check.

    Can you explain Tylermon? It's the collision checks built into the platform behaviour. it's more along the lines of the animation types than the collision types... ie "Falling" "Moving" "Jumping" and "Standing" if you know what i mean..?

    Thanks guys. Will probably just write my own jump.