murilokleine's Forum Posts

  • Hey guys, I was just watching the worldwide Nintendo's event (Nintendo Direct) and according to what they said in the Japanese version, the next Nintendo home console, the WiiU, will support HTML5! Ain't that some great news? What do say Ashley ? Would you guys support and make some tweaks to the engine to run smoothly on the new console?

    That would be awesome!!

    PS. Sorry about the bad english, I'm in a hurry right now, just thought I'd be nice to share the information with you guys! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • 60 fps on Chrome all the way!!

  • Hello guys, just bought the standard license of this awesome engine :)

  • vidi

    Thank you :)

  • Hi, I'm currently using Photoshop for creating sprites and animations. It gives me better tools for creating detailed art, and easy workflow to create traditional animations. (I draw/paint and then export every frame of a animated sprite as png and put them together in C2).

    I also use Blender3D (free software) for 3D based sprites animation (solids most of the time). Just render every frame as png.

    Just like you said, Adobe Illustrator is a good software for vector based artwork, it would be better if C2 accepted SVG files though, same goes for Flash drawing tools.

    I'd suggest - if you're intending to do some complex characters, scenarios/levels and animations - the purchase of a tablet (digital drawing pen/device, I don't know how you call it in english, lol) such as the Wacon Intuos, Bamboo or even Cintiq series and Photoshop. Most of the professional artworks out there(even for games) are created with these simple and easy to learn tools.

    As an example, here's is the first frame of a running cycle animation of a character I'm working on. Also a scene/level concept I created a while ago, both with photoshop and a tablet.

    <img src="http://i1238.photobucket.com/albums/ff490/murilokleine/a01cor.png" border="0" />

    <img src="http://fc03.deviantart.net/fs71/i/2011/076/3/6/the_forest_level_by_murilokleine-d3buw7r.jpg" border="0" />

    Hope it helps <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Thanks man!! I'm currently making some sprites for a game project on C2, but it's takes too long to paint/render every frame!! Animation can be a pain the a** hahaha! Hope I finish it soon though!

    <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Wow man, great game!! Congratulations!! I finished after a bunch of deaths, those spears were freaking me out lol!!

  • check the Frequently Asked Questions thread, I'm pretty sure that there's something related to what you want.

    scirra.com/forum/how-do-ifrequently-asked-questions_topic45416.html

  • I think that the "no subscription" way is indeed much better, and it also makes more people interested in starting with C2. The existence of the free version is also a crucial and determining point related to its success. I'm a Blender 3D long term user, and those guys do such a great support to the software that I'd pay for it if it was required, the same way I'm intending to buy the $79 licence of C2. There are some great software that are worth the cash, and C2 is proving to be one of them.

  • hmmm man, I have no idea, maybe you should add random or time based events to simulate the wind, like changing the objects acceleration, or maybe set up a global variable "wind" that randomly influences how "strong" is the kick .

    Sorry for the lack of knowledge on the subject man!! I just started with C2, but there's probably a way to simulate what you want. :)

  • Hey, no problem.

    Those system expressions compare vectorX of the platform behavior. I changed it so that any time the player is moving left, it will point left, and any time the player is moving right, it will point to the right.

    I just realized that this was not necessary, I was using the arrow keys by mistake. But it will still benefit you to leave them in as you should support multiple controls, and you will not have to duplicate events.

    Also, it is very good to know how vectorX and vectorY work.

    That will be usefull for sure!

    Thank you for the help <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I think this fixes it...

    just a few minor changes.

    http://dl.dropbox.com/u/41931267/for%20murilokleine.capx

    Thanks a lot man! It's perfect! I noticed you changed the "set mirroed" and "set not mirroed" to system events instead of keeping it based on which key is pressed, is there any particular reasons to do this? I really want to learn to make games in C2, so I want to be able to identify the difference between this "minor" changes.

    Thanks a lot once again!! :)

  • Hey guys, I'm testing my animations and I'm having some problems after the jumping and falling triggers are activated.

    The animations of each runs correctly, and I've also set a trigger to play the "stand/idle" animation when the player touches the floor. But if the "d" or the "a" keys are still pressed (move right and left) the "run" animation won't start unless I release one of them and then press again.

    I'm pretty sure that there's a workaround, and that it's probably obvious, but I just can't figure it out :)

    here is the capx

    thanks a lot guys!!

  • pretty good game man!! Guess the 3rd score is mine :)

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  • Pretty cool man!! Though I think you should've added more than just one enemy. Also I noticed the player can't shoot from left to right, is that a bug or you really just ran out of events?

    The graphics and ambiance are great, but I think you should move up his knees a little bit.

    <img src="smileys/smiley1.gif" border="0" align="middle" />

    Great work anyway