jojoe's Forum Posts

  • Can you post an example file. I think I know what you want.

    Also, just a quick critique. Make a dead zone for the joystick, otherwise you will get "drifting" if the stick is not perfectly calibrated.

    make the low range -10, and the high range +10. can be lower or higher, just depends on the player's preferences.

  • I wanted to add that Spriter is a great little tool. It was just not really appropriate in this situation.

    If you are making a boss in a metroid or Kid Icarus clone, then the spriter "look" is going to be exactly what you are after.

    It also would make it possible to sever limbs on a Voltron like robot. Countless games in the past used the same technique.

    If you are not going to be doing things with the animations in real time, then it would be better to just port your textures into blender and pre- render the animation.

  • Just put the camera on his profile for a side scrolling game, or above him for a top down game.

    Look in the rendering options for the Animate button, or press control-f12.

    Your frames will be in c:\tmp

    Select all frames in the folder , drag and drop them on the C2 window to quickly load the sprite.

    Set the FPS to 24, and you are all set.

    EDIT:

    Try here for some great tutorials, and a nice community:

    blenderartists.org/forum/forum.php

    I think in the game section there is a sprite sheet exporter too. Search for a user named Solar lune, the guy is a wizzard with 2d stuff, and a really nice guy. He even will do private classes with you if you want to pay a very reasonable hourly rate.

    I suggest reading through his posts for the usage of blender in sprite creation.

  • It has a lot to do with the browser. I get next to no stuttering in Chrome, but Firefox it is really evident.

    Try exporting your game to a node-webkit.

    It has nothing to do with C2 or HTML5 either. You will get the same stuttering with flash games in the same browser.

    Go into your graphics card settings and set tripple buffering , and V-sync to on for your browser and see if it helps you.

    People who watch NetFlix, and Hulu know all too well about panning images in web browsers.

    TL;DR; Web browsers are not a very good platform to make scrolling, or panning animations.

  • I like the little mouse. Has a lot of character. Best wishes for your project.

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  • I am making a seamless texture creation utility. It makes alpha maps for common textures like terrain textures. Just the masking is done now, but when I am done it will make the full texture.

    This one might be good for a tower defense game.

    Please excuse the dark ugly colors. I am testing the lighting, and needed a dark base so the lights would show up better. :

    <img src="https://dl.dropbox.com/u/1660874/png.png" border="0" />

    It will pop out a matrix file too, so you can easily re-create your custom matrix in your own game.

  • Looking good I especially like his little mustache . The little AK-47 has an amazing amount of detail to it.

    Here is an update on the Tile creator I am working on.

    <img src="https://dl.dropbox.com/u/1660874/png.png" border="0" />

    Got the tile-set complete. All of the elements are adjustable.

    Added the "infinite outline" feature for making things like dungeon walls, and more advanced road and paths. A simple lighting system is added to test. A bunch of web Gl effects added for embossing, inverting the map, and for making rounded corners for embossing.

    Going to have a working copy for you guys ASAP. I am thinking by tonight.

    I just want a nice little GUI, so there will not be a need for instructions.

  • Awesome! Thank so much ramones!

    +1 for ramones too, Love the song "I wanna be sedated" when I was in school still.

  • Hi,

    Trying to make a new line with a text object.

    Tried <br>, %0D%0A,Control-M and %0A.

    I even tried copying over a newline character from a text document.

    I really hope we do not have to make a new text object for every line.

    Thanks for any help.

  • Blinx123

    Hi there :)

    I am not planning on using collision for the AI's guidance, just going to use image points from each frame as path nodes.

    I am done with the menu and the drawing part, I am just working on the finer points right now to package it up.

  • lemo, yeah GUV and AUV tiles rock in the 3D world.

    Maybe the engine can re-assemble the sprite sheets, then do some sort of soft reset so the re assembled sprite sheets are still in ram when it runs the game layout.

    Then the engine could act as normal, with no new load on it. It assembles everything before it actually runs the sheets, so there is no real-time calculations.

  • czar, Cool shot , I like the Frank Zappa avatar too 8)

    Scramble was the very first arcade game I adopted as my favorite. Later Stern made Cobra but I did not find it quite as playable.

    I never played it on a console.

    Here is what I am working on:

    <img src="https://dl.dropbox.com/u/1660874/TilesetExample.jpg" border="0" />

    A tile set creation tool to celebrate the awesome new tower defense behaviour Ashley made for us.

    It lets you make seamless tile sets for hallways and paths. Can work for any game but they are really needed for tower defense games.

    I am also going to make a save and load feature, and I want to have it dump the matrix to a text file or .json so people can use it to edit their own levels. Will be complete with lighting, and some simple bots that follow the paths so people can visualize gameplay while they work.

  • I saw another post somewhere else in the forums. I think Tom is working on the tutorial submit system. I have a feeling this is why they have not replied to this thread. They might already know about this, and are working on it.

  • Pre rendering means that you render out your animations before the game runs. Real time animations happen in-game, which takes up precious CPU resources. If you are planning to make a mobile application then Real time rendering is pretty muchg out of the question..

    Frame by frame means that you are sitting there with Inkscape, Gimp or any other non-animation package and trying to manually draw each frame, pixel by pixel.

    I have noticed a lot of really bad animation advice on these forums, and game making forums in general.

    People are saying the proper way to make a torch is to make an emitter (not a c2 particle) and have it spraying hundreds of alpha mashed flames on the screen, rotating and scaling them, and changing the opacity and blend modes. Mixing it with a Particle to add to the effect.

    Looks great, and it is fun to program, but it will totally suck the life out of your CPU. This is how a PROGRAMMER who does not know anything about art, or the actual game making process does things.

    You should try to "fake" as much stuff as possible. Little animations like torch flames should be made before the game is ever run, with as few frames as possible.

    Rotating and scaling things in real time, is the biggest mistake I have seen on these forums. Not from newbies either. I am seeing some really high level users wasting CPU power left and right.

    You should only do things in real time, when there is absolutely no other way to fake it.