paulscottrobson's Forum Posts

  • Have you tried fre:ac ? I find that usually works okay, though I tend to use its batch conversion to generate ogg and m4a files rather than using C2's built in importers.

  • Have a look at my Asteroids game and some of the others - follow the blog link, there is source code you can look at.

  • There's also things like openclipart and opengameart. Though a lot of the store stuff looks really good and its mostly cheap. I wouldn't spend too much though, get the core first

  • Can I suggest (i) My Games - if you want to upload a new version then it's not easy to find it and (ii) a general search so you can play a known game ?

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  • Can we amend the documentation, or request it. I occasionally come across things which need some clarity, e.g.

    angle(x1, y1, x2, y2) Calculate angle between two points

    doesn't actually specify which way round it is, is it the angle from x1 to x2 or x2 to x1 ?

  • There's a 3D tutorial (which uses one of my old games, a remake of Deathchase as an example )

  • It depends. If you can put them all in the same object - if they are similar enough so that you can have instance variables to determine their features and so on, then you can do it by using multiple animations - your green, purple, yellow things are all different animations. If they are so different they really have to be different objects you can't shortcut the way you do it.

  • Partly depends on what its behind. If the object can cover the menu then just put it behind it and scroll it down and up (how do you "untap" .....). If it doesn't, then you will have to break it up into bits and make them visible as they get below a certain coordinate.

  • > Well, there's at least one bloke selling templates for $200+ per time, so either he's not selling anything or he's past £5k I would imagine.

    >

    That's crazy...

    Well, to be honest it didn't look anything that would take days of work ...... but good luck to him (or her)

  • It's not easy by any stretch and would probably involve javascript because you'd have to analyse the frequency of the music.

    If the music has a very strong repetitive beat, you may be able to use that as the basis for your vibration - if it is all over the place, you are looking at solutions like analysing the music externally and creating a data item which has the song rythym.

  • What you could do is to destroy your player sprite and replace it with a low level copy, whose only function is the walking animation. This would look identical but because it's a different object, wouldn't respond to any of the events involving the original.

  • Well, there's at least one bloke selling templates for $200+ per time, so either he's not selling anything or he's past £5k I would imagine.

  • Spriter is well connected to C2. Also Paint.Net and GIMP can be useful, and don't dismiss using 3D software such as Blender and using 2D rendering from it. I cannot draw for absolute peanuts, but I can copy/model.

  • You need to be slightly more explicit. There are various ways of faking 3D. Wolfenstein/Ray casting for example, or by scaling sprites and moving them so it looks like its 3D. Have a look at games like "Dark Tower" (Vectex) "Deathchase" (Spectrum)..

    With things that aren't really designed for 3D, how you do it depends on what you actually want to achieve. These can be quite effective. I wrote a baby Elite for TI Calculators using these sort of tricks and it actually worked pretty well.

  • I'd put it as an instance variable of your object. Initially give it the value of 0 I would think, and every tick compare it against the horizontal velocity component which should be a member value in the behaviour, VectorX if you are using Platform which it sounds like you are. You might want to check it works first by displaying it in Browser.log or a debug text, just to check it is doing what you think it is.