MikeErty's Forum Posts

  • 4 posts
  • I have a frog, when he falls into the water I want him to float back to the top and bob about until the player jumps back out.

    I can't find anything similar to this apart from someone who wrote 'use an invisible solid object to spring back and simulate a bobbing effect'. I tried that but after I make it solid and apply physics it obviously just drops.

    Then I add a solid block both above and below the invisible 'platform' to prevent the platform from dropping too far then I think it would be a good idea to apply a constant force to the platform, pushing it upwards against the upper block.

    In theory we would have the platform sink when the player lands on it, hit the bottom limit at which point the momentum of the fall is lost and the upwards force applied pushes the player back to the surface until the platform hits the upper limit.

    What actually happens is the platform drops and hits the lower limit, stopping dead. If I increase the upwards force then the frog fails to impart any force upon landing. AND no matter how much force I apply upwards it only gets about halfway up to the upper limit!

    I am surprised - this system has joints and the like but it doesn't have a spring? From what I can see anyway, I may have totally missed it. I hope so as I thought this would be a very simple thing to set up!

    Thanks for reading and any advice would be appreciated.

  • I'm trying to make a game with street fighter-like animated sprites but I've got very little pixel art/sprite experience.

    I want to know how I should prepare a file in photoshop to fill it with the artwork. Before I go any further I want to hear how other people prepare their files and animations.

    I'm having trouble making sure the individual frames are uniform in presentation.

    For example, one frame is slightly offset from another because it doesn't fit uniformly into the square relative to the other frames.

    Are there any tips or tutorials you can point me to to work this out?

    Thanks again!

  • Thanks guys, very helpful!

    As for the turret, that was just a quick test and I no doubt did it wrong. It popped up as a potential problem purely because I felt the need to turn to a script so I could fiddle and then realised that there are none!

    Well I'm pretty sold on it now to be honest, very cool tool. I even got my non game-making partner to have a go and she knocked up a basic scene with a character, enemy and bullets without any input from me at all!

    Very excited, and I'll no doubt be popping in here for help very soon :)

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  • I asked a similar question before I started working in Unity and the answer that came back was pretty much 'anything.'

    However, Unity puts you in direct control of every tiny little thing so obviously you can bend it to your will if you know how.

    I am so close to buying a license for this as I've been using it for a few weeks and its so quick and easy compared to Unity. but at what cost?

    I both like and worry that the game objects and driven by events. If I want to do something that isn't covered in a pre-made event then is that it? Am I stuck and required to wait for it to be included? In Unity I'd just write a new script from scratch but you can't do that here.

    So bottom line - are there some serious restrictions or is there usually a workaround?

    An example would be - when trying to make a turret work it would target the nerest enemy if it had line of sight. If the enemy disappeared behind a wall then it would stop.

    However, when another enemy appeared in the same area after aquiring target 1 it would keep shooting despite being hidden because it stilll had LoS to the second instance of the enemy. I could easily fix this in Unity but here it seemed a bit more abstract.

    Thanks everyone!

  • 4 posts