jayderyu's Forum Posts

  • Scaling a sprite isn't too much of a problem. But in design moving from simple cell organism to the size of a humpback well does. So that's I'm looking for some insight on how to handle this form of sprite size evolution.

    I thought maybe I could use one level of sprites, but no that won't work. However the other problem is still lofty.

    Which is handling all the hundred of cell organisms. THen evolving to a small fish. then medium fish, big fish, dolphin, shark, small whale.... so on until reaching cuthulu like sizes :D

    Hmm after writing that. I think what would work would be size steps. Where players can see the larger at 5 steps ahead as black background that are VERY large. Then as your figure grows have them scale down until they are only 2 steps. using steps as an abstract reference.

  • Hmm, sounds like a problem to me. As I understand it Platformers are supposed to be frame independent. Which by your description is indeed occuring. It seems the gravity is taking effect at the same period of duration, but with less FPS momentum not incrementing as high in the same amount of time. Maybe because motion is still rendered at a per step.

    I hope this problem get's fixed as it's a very critical platformer problem. Levels are entirely designed based around a dependable jumps :( Thanks for bringing this up :)

  • FYI, Platform(solid) and physics behaviours don't mix. Solid is a platformer object and doesn't interact with a physics object.

    Physics to Physics

    Platformer to Solid

    I tried this already. I had my platform character trying to jump on a physics box. No go. I needed to either attach a solid behaviour or pin a solid sprite. Also Solid to Solid do no automaticlly provide collision stopping. That only occurs with Bullet/Platformer to Solids.

  • PNG, they scale well. I will try with those for sure.

  • hmm. I can see this working for the player well enough. I'm concerned about the other objects. Like the creatures that start massive giant... maybe something a long those lines can work.

  • I had an idea to do a game similar to Spore's first stage cell game. Where the player consumes other simple organisms and get's larger. The thing is C2 doesn't support SVG or smooth scaling graphics. So i'm seeking some insight as to how to handle the growth of the player. Let alone the potential large number of objects. At some point the tiny creatures become nothing.

  • scirra.com/manual/126/system-expressions

    Some fantastic tools in here. It's always worth reviewing what toolset has to offer. You never know what you will be inspired to create or refine by going through it once and a while.

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  • ummm

    function"movePlayer"

    Pick Nth "asteroid"    floor(random(0, asteroid.count))

    -> set player.x = asteroid.x + whatever, player.y = asteroid.y + whatever

    on start of layout[[or however when player starts in area]]

    call function "move player"

    if player is overlapping

    call function "movePlayer

    just a thought. procrastinator is right. Please give it a day. Different times zones, jobs, special events all contribute to different reasons for a response that isn't in a few minutes. Some times you will get lucky, other times it could take days. hmm, I should bump my scenegraph suggestion. it's been about 2 weeks :D

  • mwa ha ha ha. I actually do this all the time. I was told once it's a known programmers phenomenon. I've taken to talking to myself(one way) to do this. Though sometimes it still comes up posting on forums. It all has to do with hearing it or reading it and then your brain comprehends it more sometimes :D

  • Looking awesome :)

    Cannons would often fire down the front or back of the ship from there own broad side. Cannon balls would just go through the wood with a lot of force. This would result with a lot of cannons traveling through most of the ship rather than just broad to broad.

    Altertnativly you could have damage determine by the angle of the attack instead. The closer the cannon balls come in at 0 or 180 the greater the damage.

  • use a sprite that's is is always center on the player and the light source.

    width = distance(player, light)

    height = 20

    if the sprite "is overlapping; invert" shadow casting objects. Then kill player.

  • That was fun :D

    yeah. little more jump height. Once I found myself in the bottom row it was very difficult to get out of.

  • Looking forward to instance bank, but I can work with sprite bank right now. Really appreciate this plugin a lot.

  • I haven't mentioned this Rex, but I love you :D in a platonic respectful way. I had noticed the spritebank a few months ago, but it was only over the weekend that I decided to work on a User Generated Content game. Also I needed a way to do a level save and loader.

    By using families and using instant variables I can build levels. Your Spritebank works like a charm in regards to JSON to text, text to JSON and it stores the family behaviours. I love you.

  • very beautiful, mostly relaxing :D