jojoe's Forum Posts

  • System.create the background tiles one at a time in your loop, then load the URL right after you spawn it.

    Or give them a instance variable like "Type", so you can choose which tile you load it into with a system.pick by comparison: background.Type="Thumbail" (or whatever)

    sorry my english is not so great

  • locohost

    Use a background, or a single sprite and change the frames, the URL will load into the current frame,

    Backgrounds are the only ones that can have different images. Sprites can only have different images as different frames.

    Sprites can be scaled, but backgrounds can not, so it is up to your needs on what you pick.

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  • "Someone must have made a plugin to load images from a local folder right? I'm searching... " -- locohost

    Ashley made an awesome one!

    Node webkit.... and drag and drop file. (it works for folders too)

    In your load from URL:

    NWjs.DroppedFile&"\images\PathToYourSprite\anotherPathToYourSSprite\YourSprite.png"

    Check the manual, there is a whole section on NodeWebkit, where it is explained very well. I am not sure if there is another way.

    You can also get the filename list, and loop through the names too, so you dont have to fill out the local path part at the end. (with a for loop)

  • Funny how black and white life seems to some people.

    So if you use Unity or Unreal, you cant use C2 anymore?

    If you start using another engine you need to burn your bridge on the way out?

    If you drink Pepsi, you can not ever drink Coke again?!?!?? (And you must list the top 10 reasons you switched on a public forum?!!?)

    I dunno... For 2D games Unity is a pain the the ass.

    *You need to make your own Atlas, which C2 does for you automatically.

    *Unity you have to specify the image type, the way it renders, and the compression it uses to save it on export, FOR EVERY SINGLE IMAGE!. C2, I just drag and drop.

    *Unity you need to buy other core elements like PLaymaker, Shaderforge, and maybe some AI.... C2 has webGL shaders built right in! A* AI, line of sight....etc...

    Anyway, even after learning C#, and PLaymaker, I prefer doing my 2d games in Construct 2. I only use Unity for my 3D work.

  • Check this out:

    Notice how the ball squishes, and stretches? You want to do that with your sprite's animation.

    Set the sprites position with a sine behavior, and use the ABS() so you get an absolute value... this will make it bounce rather than bob up and down.

    You can do the above with a lerp too but i am not in the lerp kind of mood right now. Ashleys Sine behavior is much easier to use.

    Now you just have to add a little to the sprites +X or -X for the actual movement.

    Press rightArrow ----> set Sprite.Position: sprite.x+1

    Press LeftArrow ----> set Sprite.Position: sprite.x-1

    Tweak the 1 for the speed, the 1 means 1 pixel per frame.

  • Charge an hourly or daily wage... They make their mind up much quicker when they are paying for your time.

    They will also make more of an effort to portray exactly what they want so you do not waste the time they are paying for.

    I do 3D and 2.5D artwork, and it is about the same way. They want you to work endlessly for free to come up with some masterpiece for their game, yet they are too $#%!ing lazy to even spend time sketching or describing what they want. Most of the time the work is to Par , but while you are working for free, they will abuse your time to the fullest extent possible. As soon as you set cash boundaries for them they decide on things really quick. Their art visions suddenly become LUCID.

    Ask them to give you links to song they like, and want you to mimic. Then you have at least a starting point. Ask what they like about the song. The instruments? The beat? They way it is uplifting or down beat?

    It is good to give them little time up front so they see who you are and how you work, but after a hour or so, start the meter running. Free samples are great to get your name around but you need to make sure your employer is serious too.

  • wmsgva

    Thank you so much!!!

  • Great looking plugin! I like your demo.

  • You should build a network of path nodes in your maps that the AI can follow when they are not alerted by the player. Sort of like a patrol route, of areas you want them to go.

    You can add a Line of site behavior to your zombies, and have it check for the player every few seconds.

    https://www.scirra.com/manual/163/line-of-sight

    Also, you can use A* pathfinding for the zombies to seek the player, and for them to follow the path node network you made.

    https://www.scirra.com/manual/154/pathfinding

    There are other pathfinding plugins in the Completed Plugin forums

    For the attack and patrol states, you should make a state machine.:

    https://www.scirra.com/tutorials/1139/h ... e-machines

  • Good rule of thumb is to put your sprites over a neutral grey (128,128,128) background. Some of the effects, only effect color values of things under them. Things like Dodge and Multiply will seem like they are doing nothing on a background that is too light or too dark.

    The tint and HSL thing might be the order the effects are stacked too. Try changing the order of the effects. Also some effects only effect the default color, they do not effect the current colors of the sprite. They only effect the colors of the original bitmap.

  • You should make a map editor , and pre make all of your pieces. Then you can save them as JSON format, so you can quickly re-draw the patterns.

  • The destroy before you create makes so you can refresh the screen, and re-daw the list, without re-drawing it on top of the old list. So every time before you draw anything, you should first delete the old version.( re-draw = "refresh")

    I use Functions quite a bit. They are for re-drawing the list, and re-drawing some of the menu elements.

    I think Ashley describes functions the best:

    https://www.scirra.com/manual/149/function

    So basically you make a change to the array, you want to refresh the screen ,so the user can see it in the list.

  • Store the mission names along the X axis, and everything about the mission in the Y axis.

    So the entry will look like

    X=0,Y=0 Level1

    X=0,Y=1 Description of level one

    X=0,Y=2 Level 1's .JSON load URL

    X=0,Y=3 Last date played

    X=0,Y=4 Highest Score

    X=0,Y=5 Whatever...........

    When you add a new level insert on the X axis.

    You are basically building a small database in the array.

  • You can disable physics on one of them, then the pin might work.

  • use choose rather than random:

    Set animation :choose ("default","default2")

    That will clamp your random to only the values in the ().