Julmust's Forum Posts

  • "Repeat Last Action" hotkey would reduce a lot of clicking in the sprite editor.

    For example, "reload from original source" when you have several frames is a repetitious interaction. With a hotkey like "repeat last action" you could theoretically select each frame and press a hotkey to reload the original source.

    Thanks!

  • Hello everybody!

    Just wondering if it's possible to run spine in Construct 2? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I'm using Spriter right now, but would like to know if Spine is an option?

    http://esotericsoftware.com/spine-in-depth#Runtimes

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  • I know the Spriter guys have gone through some rough times, I'm very sad upon their misfortune. Truth is, Spine is a superior tool. I've tried to communicate this several times, but Spriter lack every important tool an animator need: Control of timeline measurement, multiple timelines, post-construction modifications (good luck adding any sprite to an already done animation) and the feature lacking most of all: Curves.

    There will probably be very little support for Construct from Spine.

  • The basics of it is that you save every x and y position incrementally in an array and plays it back when desired.

    You might find tutorials around that demonstrate this, I remember there was a Braid example (time rewind) awhile ago. You might be able to use that to fit your needs: 69.24.73.172/scirra/forum/viewtopic.php

  • Just a heads up that the Ludum Dare #25 will be held this weekend.

    It's a weekend long devathon. Ludum Dare #25

    Anyone thinking about participating ?

  • Families will suit your needs.

    It's a must if you're doing a commercial product.

    It's an incentive to buy a license.

  • When you export in Construct 2 you select Kongregate and upload the file to your dev profile.

  • Thanks!

    All the new plugin toys! :D

  • There is a thing called "Array", it does exactly what you're asking for.

  • Make the first layout really lightweight and load the resource when the player hits play.

  • There is no real rules, you just have to think what's easiest for your way of working :)

    Logically though, the shoot group should only concern the mechanics that involves shooting.

    the health variable can be modified per tank, just select the tank and change the "health" to something else.

    I would add the explosion under the "tanks health = 0" event. As a sub-event probably.

  • No problems :)

    Groups are a beautiful thing. When you create one, you can make it off by default and activate it through action. So, when I created the group I made sure it was off (rick click > edit > check "active on start").

    The group "shoot" is there to make it simple to read and modify. I also added it to give you ideas how to use "groups". The beautiful thing with groups is that it's a very easy way to optimize the program and make it easier to read.

    The variable "player" or "enemy" is there for information. You can use it later on to distinguish, let's say how powerful the bullet is depending if you have a powerup. Right now I added it to check if it's a bullet from the player, if it is, the bullet won't hit the player only the enemy.

    The number one tip I have is to make construct do all the work. It has a very intelligent picking system when you start asking yourself on every event "Which objects will construct 2 pick when I do this condition?".

    If you have anymore questions just ask.

  • I've tried to organize it a bit so it's easier to read, add and modify stuff. The tanks are now both containers (a new feature!).

    I hope this will help you a little bit and give you ideas how you can do stuff in the future.

    dl.dropbox.com/u/4898391/Tanks.capx

    *edit* didn't upload the latest one, should be up-to-date now.

  • Hey,

    Are there any plans on getting Spriter to run on CocoonJS or is it entirely up to the Ludia guys? It complains about Ajax.

  • Kyatric Oooooh I see... Of course. That was the distinction from families I was looking for. I thought it worked like how Construct generally work (you have to have at least _ONE_ instance of the object in the scne) but with Containers you have to have atleast one instance of each object referencing it. gotcha. Thanks for your time and effort :)