procrastinator's Forum Posts

  • There are many ways to create sprites. Many different software packages to use too. From Paint, to Flash, to Photoshop, to 3D packages.

    If you have a tablet, then the best way for you would be to get used to Photoshop. You'll spend a lot of time cleaning up scans in Photoshop anyway. Plus, you'll have to create transparency so that could take a bit of time to get right by using a scan.

    Either way, you'll end up doing a lot of work in Photoshop. For bigger sprites like Street Fighter Alpha and the like, sure it's worth the time, but for smaller sprites (16x16 - 128x128 for example), you're better off just learning to draw in Photoshop from the start.

    You'll have automatic transparency if you create your sprites on their own layers.

    Of course, you could just do the line art, scan it, and colour it in Photoshop and scale down. Search google for scanning and cleaning up line art.

    Once you have your sprite, you can break up the body parts and use something like Spriter to create animations with the body parts. Although, it's best to create the body parts individually from the start (arms on their own layers, legs too, etc).

    Hope that helps you get a better idea.

  • wretchedshark , ah right. I wasn't too fussed with Arcade so didn't know. Good to know anyway cheers!

    Well, it seems the MoveTo plugin doesn't fix gaps with faster moving tiles anyway. As mentioned above, the movement speed has to be 1 pixel less than the width of the tile if using dt. It covers that annoying 1 pixel gap for the most part.

  • Ah right. Yeah you're correct, it's mostly tugging away at handles to create a shape.

    Although, you can create sketchy style stuff easily but not sure if it's what you're after.

    Open Plasma

    Press H (hotkey for Freehand draw mode)

    In the Mesh tool palette click on the icon that's like a backwards S (next to the cube icon - this sets the stroke to open stroke mode)

    And if drawing with a tablet, enable pressure width (top part of the main tool palette - where you set the stroke width - icon looks like a pen on a tablet)

  • Never liked it back in the day, and don't like it now. CC / C2 all the way!

  • Ah thought he was just asking if it was Construct's. Yeah it's OLD haha

  • danny, some decent tracks there. Bookmarked!

    harrio, BoC are awesome. Haven't listened to them in a while though. Been listening to a bit of good old dub for a change..

    Subscribe to Construct videos now
  • It's not as intuitive as Spriter, but seems to have more features.

  • damainman, sweet Space Harrier example. You got much further than I did. I get bored easily ;p Looking forward to seeing this when you're done!

  • No problem. Hope it helps.

    BTW anyone help with this?

    In the example above I had to convert the keycode to a character using a string to hold the alphabet. I'm looking for something like chr() from the real coding world. While doing that example, I couldn't find anything... is there such a thing in C2?

  • You don't want car behaviour for this kind of thing.

    Read this - Kyatric's Asteroids

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  • wretchedshark, I'm not sure tbh. You'd have to ask rex himself.

    Rory, ok I did some playing around, and without using MoveTo plugin, if you set it up like..

    (USING 128x128 tile)

    Every 1.0 Second

    create tile at 639,440

    tile.X = tile.X - 127 *dt

    ---------------------

    Every 0.5 seconds

    create tile 639, 440

    Every Tick

    tile.X = tile.X - 254 *dt

    --------------------

    The tile movement per second should be 1 less than the tile width. So in the 2nd example, (128 - 1) * 2 = 254... and so on. I have pixel rounding turned on btw.

    Still has the odd gap if something happens in the background, like moving the window around. Seems MoveTo plugin is the same. Was perfect for the slots game I did, but I guess I wasn't moving things too fast.

    Only alternative, is using TileBackground and setting the width. When the width gets too big for your liking, create another TileBackground. At least you decrease the amount of gaps you could have with individual tiles.

  • Imagine you have a platform game with many enemies that have their own movement and attack styles. You'd have to copy / paste the enemies' code into each event sheet for each level. After creating 10 levels, what if a bug arises with an enemy? Or you want to add another enemy? You'd have to go through all 10 event sheets.

    By having all the enemies in 1 event sheet that you "include" in each level's event sheet, you only have to change or add things in one place and it carries across to all event sheets that include it.

    Plus it's easier to read.

  • You mean, creating a new tile offscreen at the end of the last tile? If so, then yeah, that's where MoveTo worked for me.

    I was doing a slots game and needed each reel segment to be created before it came into sight. I had terrible gaps.. tried everything. Then thought I'd have a go with MoveTo and it worked perfectly! No more gaps ever. ;)

  • Yeah I love the rain too. Very nice site.

    I have some soundscape mp3s with rain and thunderstorms, but they're not as good as that site's. Cheers for that!

  • I had this problem and using integer variable didn't fix it for me. Use rex's MoveTo behaviour.. worked perfectly and got rid of the gaps. Plus it's framerate independent.