Jasper's Forum Posts

  • Thanks, it helped me!

    I was looking for something like this to view and export data to csv.

    Great job!

    Thanks :)

    Note that I made some mistakes with the width & height of the array. If I recall correctly the last row & collumn isn't showed. To solve this problem you can make your array bigger (or correct it yourself ;) )

  • I took a look at the credits at the end of Pokemon red and it names only 5 programmers. Note that all the other people who worked on pokemon red created things I don't need to create myself (music, images, etc). The only thing I need to do is program. And don't forget that the programmers didn't have useful tools such as Construct <img src="smileys/smiley41.gif" border="0" align="middle" />. I see it as a challenge. I like creating games and if it doesn't work, oh well. I can at least create an engine which I might use in another RPG.

    I already created the text message system. It's working really nicely [<:o)] .

    Thanks for the warning. It might sound a little egoistic, but I think I'll keep this game for myself. I don't think I'll publish it. I might send it to Nintendo to see what they think about it, but that's all so far away. Let's see if I can actually get it to work! <img src="smileys/smiley9.gif" border="0" align="middle" />

    What a shame! The party emote is not displaying properly [<:o)]

  • ^Thanks for the motivating words <img src="smileys/smiley1.gif" border="0" align="middle" />

    I don't think I'll include multiplayer support. That may be a little too difficult for me.

    I'll need to learn a little more AJAX and JSON maybe :).

  • <blah blah>

    by the way would the "RPG Maker" not be the best tool to create a pokemon clone?

    I remember it has an eventsystem as well and is easy to understand.

    I don't know, never used it before. Can it publish to HTML5? Because that's what I'm trying to make, a pokemon game (or RPG) that can be played via a website on a mobile device.

  • Didn't really know where to put it, but chose to put it here.

    Array to table

    One thing I find inconvenient about arrays is that it might be difficult to remember what you put where. So I decided to create something which displays an array in a table form. I thought it was useful so that's why I'm posting this. <img src="smileys/smiley1.gif" border="0" align="middle"> I highly doubt that this might be handy to use in a game, but it may help you out when testing.

    All you have to do is download the file and put it in the project you are working on. All you might want to change is the width of the cells.

    <img src="http://img534.imageshack.us/img534/5698/tablenu.png" border="0">

    A rather empty array being drawn in a table at runtime.

    Download

    Download the project file here

    Some tips

    If the table doesn't display properly you might have to adjust the width of the cells.

    ArraySpaces, ArrayX and ArrayY are some variables that are required to display the table. You do not need to change these.

    It's best to chose a font which has a fixed width (all letters take as much space - a 'W' is in the width as big as an 'I'). I chose Lucida Console, you can change this if you'd like.

    Note that it doesn't display the Z-axis.

    I hope it may be of use to anyone <img src="smileys/smiley30.gif" border="0" align="middle">

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  • Hmm... I'll create the engine first to see if it is gonna work, and then Ill see whether ill clone pokemon or create a different game. Thanks for all the feedback guys!

  • Unfortunately, this is probably something that you're going to have to make a quick prototype yourself and test out. I don't think there have been any large-scale rpgs like that for mobile devices made in C2.

    mmm, you're right. I'll start working on it then

    It's possible in theory, but it's a deceptively complex game.

    It's also Nintendo IP and could only ever be for your own use, so you only need to know if it will work on your phone...

    would it not be better to make a tribute game, that has a touch of pokemon with your own ideas?..

    meh im not that original :3

    It's not that I want to make a profit from it, I just want to do something and I'd like to play it if I can finish it. I don't know if I'm going to share it when it's done (if it gets done), we'll see about that :)

  • I want to make a pokemon remake from the 1st gen games (Red, blue & yellow). How to do it won't be a big problem, I'm just wondering if it is going to be possible to play it from your phone, before I'm going to start working on it.

    Note that the resolution I'm going to use is only 160 x 144. I'm going to use lots of tiles. I want it to be a complete clone, so not parts left out etc.

    Will it be possible to play on a phone? Any tips on how to do it? Thanks :)

  • You might also try lerp:

    https://www.scirra.com/manual/126/system-expressions

    lerp(a, b, x) Linear interpolation of a to b by x. Calculates a + x * (b - a)

    This should give you the boost you're looking for at the start.

    Thank you <img src="smileys/smiley1.gif" border="0" align="middle" />.

  • Hi guys, I got a question :)

    I want the user to fill in a number (e.g. 6). Let's say the maximum is 20. Then I want a bar to be filled from it's current 'fillness' (how far the bar is filled at that moment) till 30% (6/20*100). I didn't want this to happen in one tick, instead, I wanted it too fill slowly. Starting with a high fill-speed, ending with a slow fill-speed (or 0).

    No matter how big the distance between the current 'fillness' and the target, it should always happen in 150 ticks, no less and no more.

    I thought about using the formula ax^2+c with a > 0 (not realizing this would make the fill-speed start slow and end fast). Because <a> would depend on it's current 'fillness' and target I set <a> to ((Target- current value)/(MAXT^2)) where MAXT is a constant, it should reach the target MAXT ticks further (from the moment of starting). I've set MAXT to 150 ticks.

    ((Target-current value)/(MAXT^2))

    because

    target = a*MAXT^2+current value (current as in at the moment of starting to move)

    a*MAXT^2+current value = target

    a*MAXT = target - current value

    a = ((Target-current value)/(MAXT^2))

    Then, MAXT ticks after the moment of starting to fill I set a sprite which is the fill-color its width to a*(t^2)+c

    This works fine, except that it starts filling with a high speed and becomes slower when it reaches its target.

    So how do I make it start fast and end slow?

    I tried several things which all didn't work as I want it too. Have you guys got any ideas?

    Sorry for the terrible vocab (fillness ._.)

  • Note: Fixed in r120.2 (Beta).

    Link to .capx file (required!):

    dl.dropbox.com/u/87237423/bug.capx

    Steps to reproduce:

    1. Add list-plugin to project

    2. Export to HTML5

    Observed result:

    list is moved to the left:

    <img src="https://dl.dropbox.com/u/87237423/1.png" border="0">

    Note: the list goes outside the layout! The background of the project is white.

    View the exported project on my site here:

    http://jaspersite.nl/bug/

    Expected result:

    list should stay like it is when the project is tested (as in not exported):

    <img src="https://dl.dropbox.com/u/87237423/2.png" border="0">

    Browsers affected:

    Chrome: yes

    Firefox: ?

    Internet Explorer: yes

    Safari on iOS : yes

    Operating system & service pack:

    Win 7 Home Premium

    iOS 6.1.2

    Construct 2 version:

    Stable r119 and beta r120 (32 bit)

    I also tested if the list was moved to the left when exported through Node-Webkit, but it wasn't. The list was in the correct position.

  • Perhaps a second text object which has the same text, font and size but has a different color (eg white) and is moved a little creates the desired effect?

  • My dream game would be a huge open world race game where you can play online matches against players all over the world, create your own race tracks and unlock the fastest cars!

  • Have you tried increasing your gravity?

    edit; Yoshi doesn't really use physics (at least, not realistic physics like construct 2 provides). That's why Yoshi follows the curves neatly, and your snowboarder flies away if he's too fast. Increasing your gravity might work, but note that your snowboarder might still be too fast.

  • Create 2 instance variables called grabX and grabY

    On touch (or click):

    set grabX to sprite.X-touch.X

    set grabY to sprite.Y-touch.Y

    Every tick (if being dragged):

    Set the position to Touch.X+Sprite.grabX,Touch.Y+Sprite.grabY

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

    PS: see my earlier created example here.