Jayjay's Forum Posts

  • [quote:1ofy4cu0]We strongly recommend that all PSN account holders with PS3s update their systems to prepare for when PlayStation Network is back online.

    This part makes me think that it's not going up today

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  • I think a decent game could be created using the above example.

    I have made a simple prototype( just an example level)

    http://dl.dropbox.com/u/22173473/BlockBlasterDemo.rar

    BLOCK BLASTER

    <img src="http://dl.dropbox.com/u/22173473/blockblast1.png">

    How the game will work:

    Use the bombs to blow up the tower, causing at least one block to reach the position indicated by the moving red arrow(this clears the level).

    Each level will have a different combination of blocks, and number of bombs.

    Some levels will require a 'specific' type of block reaching the red arrow.

    Left mouse click to place a bomb.

    Space bar to detonate.

    Ive seen similar 2d flash games that seem to be quite popular.

    Collaboration? I was wondering if anybody would like to help me develop the game, if your interested please post details and i will send you the cap, graphics and sound files.

    Sorry if ive posted this on the wrong forum?

    Pretty cool idea, not sure if I can help out at the moment though

  • I had a better idea to use bricks backgound, i did that you told me and it's awesome

    I uploaded a .cap if you want to see this my haze effect.

    ::Made with Construct R1::

    http://cl.ly/182I0o1B2i0o0k2V081S/heathaze.cap

    Wow, that works great, thanks for sharing!

  • Armstrong Houston, All-American

    The Magician's Revenge

    Agamemnon

    ^This last one is kind of Squaresoft-ish... probably because I used Secret of Mana instruments :p

    Those are sweet too, ever played Plok? That last song had a similar feel to it. Probably my favourite game for music on the SNES.

  • But can I use podsixnet + this pymsmql at the same time?

    Should be able to, although I heard podsixnet can be pretty laggy sometimes.

  • Awesome music, I'd love to see your SNES stuff too

  • Maybe try applying the magnify effect to an animated or warping sprite. I think that'd do it.

  • Alright, I downloaded the physics fix (here: http://www.scirra.com/forum/viewtopic.php?f=2&t=9437&start=10#p72239) and was able to make sure the cap file worked. So here it is: http://dl.dropbox.com/u/4714446/Slingshot.cap

    Hope it helps!

  • Um, I think you'd need to use Python SQL libraries or code a plugin for that. Should be possible though. Take a look at the python tutorials on this list: http://www.scirra.com/forum/viewtopic.php?f=8&t=8169

  • Well i think the authors of Construct should have written concise tutorials before releasing the application.Like game maker's apprentice written by the two authors who made game maker.And even the help files that game maker 8.0 has are very detailed.It took me only a week to create games using the gml language only.

    Hopefully Construct 2 will have better and more detailed tutorials and examples.Raymond Hooks has a good point there but why is everyone always so sceptical when someone wants to do something which would benefit most beginner users off Construct? .Find out more by actually e-mailing newton and getting the detailed document's.These imo's does not help anyone , get the facts straight.

    I'd say the reason why nobody initially needed any tutorials for Construct Classic at first is because it's so close to Clickteam products in usage, and everyone who knew about it back then migrated over from using them. So we already knew the basics of what we were doing.

    In fact, it's definitely worth downloading the demos of their products just to look at their tutorials. They have so many since the community is alot larger (it's older, and has more finished games made with their tools).

  • Maybe just have different animation names for each class? Then you just send the text of which class was chosen.

  • I was wondering if someone can make a tutorial for a game similar to I Wanna Be The Retro! (IWBTR) or I Wanna Be The Guy (IWBTG) ... people have made different versions of IWBTG with game maker, but I like construct way more however, I do not know exactly how I would go about making a game like that.

    If I remember correctly, Kayin himself release a IWBTG mini-engine I think. I'll find the file and upload it here.

    Edit: I guess I was wrong However, here is a way to do the level transitions of IWBTG that someone made:

    http://dl.dropbox.com/u/4714446/IWBTG%20Scrolling.cap

  • > Collision masks may end up being overwritten by the animation frame if you create it first. However, you can just copy and paste the collision mask back later.

    >

    I can do that, but how do I do it without the collision mask being slightly in a different place in each frame? Like, how do I get it precisely in the same spot for each frame?

    > yes, you need a collision mask for each animation frame, but it will be generated automatically when you edit it if you do not have a custom one.

    >

    Hmmmm... I'm not entirely certain what you mean here. Are you saying that there is no way to just create one collision mask and then make it automatically appear on each frame?

    OR

    Are you saying that if I create one collision mask, and then edit the collision mask it will generate itself for every frame?

    I'm confused.

    > The hotspot is the "centre" of the sprite, the point that you pull X and Y values from. This is also the point that the sprite rotates around.

    >

    So does this mean that I should always use a hotspot for an animation? And should I always center the hotspot in the middle of the character model unless I want the model to bounce when it moves in some frames?

    > Image points are handy for attaching objects to each other, for example in an action game you can attach a gun to the players hand by having an image point there that moves with each animation frame. They also rotate with the sprite.

    >

    I'm able to attach a gun to the player this way, but I can't get the gun to stay on the players image point. In fact, the gun goes right to the top of the players head for some reason. I'm doing something wrong but I don't know what exactly.

    > Sadly, image point collision only works for the hot spot I think.

    >

    I'm not sure what you mean. Can you elaborate on that? I've made collisions between two characters using image points without using hotspots before. Are you saying that I should always use both together if I'm using image points for collisions?

    > However, you can choose three different collision modes "per pixel", "bounding box", and "image point". Collision masks are only used in per pixel mode.

    >

    So if I'm going to use image points for collisions, I don't have to use a collision mask?

    Also, what is a "bounding box"?

    1. If you right click the frame with the correct collision mask, there is an option to copy it to all frames of the currently selected animation.

    2. I am saying that whenever you don't create a collision mask for a new frame of any animation, one is created to match any non-transparent pixels of the image. Sorry to confuse you about that

    3. A hotspot will always exist in every animation, it does not need to be centred on the sprite, but you can automatically change it for all frames of an animation by holding alt and clicking while in hotspot editing mode I think. The hotspot is the "base", if you imagine a string puppet, its the point where the central string is connected. That can be the head, the feet, or anywhere else in between. However, keeping a consistent hot spot should reduce the bouncing of your animations

    4.I tend to number my image points rather than name them, starting from 1. This way when I use "Set position to object" actions I know exactly which number of image point they are connecting to (0 is the hotspot)

    5.I've not tried much in that respect, but I thought image point collisions only work for the hotspot. If not, cool, that makes it much more useful But no, you don't need both, only a hotspot is always needed for a sprite.

    6.And yup, you don't need a collision mask for image point collisions. They are only used in "Per pixel" collision mode in the sprite settings. Bounding box is where the sprite is treated like a solid box when it comes to collisions. It's similar to your filling of the sprite with a red square, but does it automatically for you

    Hope this helps clear some things up

  • I'm currently making a level editor and I have no idea which is the better way to save/load created levels.

    That would be a great tutorial: A simple level editor with save/load features

    Take a look at this http://www.scirra.com/forum/viewtopic.php?f=8&t=1721

  • I thought I had a ribbon example cap, but I don't sorry =/ I don't remember anyone using it past the examples either