Ragtime's Forum Posts

  • You're right, here is the .capx:

    http://dl.dropbox.com/u/63083711/MagicBalls%200.212.capx

    (the physical objet is not set to invisible, in order to perform some tests...)

    <img src="smileys/smiley12.gif" border="0" align="middle">

  • Hello!

    I don't know if the title fits to what I'd like to learn. I really need your help because I'm stuck with something that should work and I start getting crazy... <img src="smileys/smiley12.gif" border="0" align="middle">

    Here is the gameplay loop of my game (it is a old test version -but fonctional- but you'll be able to figure out what the game is about and what I'd like to do).

    http://dl.dropbox.com/u/63083711/index.html

    The physical objets I mentioned are randomly generated from the bottom of the screen, every X frames. In the example above, they are not animated and... I want them to be animated and keep their circle collision.

    Ashley recommended me to spawn a physical object (invisible) using the collision and put the animated sprite over it (creating the illusion that the animated sprite itself has the circle collision).

    So everytime I spawn a physical objet, I need to link to it its visual aspect. In theory, nothing really complicated but I can't make it work even if that's what I did with the dropped balls. This time I must have done something wrong and I get too angry to see what...

    • First, I create the physical objet. I give it an ID (taken from a enemy counter, a global variable called IDEnemy01Count, increased each time a new enemy is spawned in order to make it unique... I could use the IID but it doesn't work either, I suppose the problem doesn't come from there).
    • Then I spawn on it the visual aspect. I give it an ID, the same than the physical objet, in order to create a link between both.
    • and... it's a mess: the very first spawned object and its visual aspect move as they should do, and once the second physical objet is spawned, all the visual aspects just... stop and don't follow the physical objects.

    Here is the code I use:

    <img src="http://dl.dropbox.com/u/63083711/screenshots/enemies01a.png" border="0">

    <img src="http://dl.dropbox.com/u/63083711/screenshots/enemies01b.png" border="0">

    <img src="http://dl.dropbox.com/u/63083711/screenshots/enemies02.png" border="0">

    As I said, that's how I proceed with the dropped balls (it's a physical objet with a visual aspect over it), but I don't know why... in this case, it worked :o

    Seriously, that's something that made me crazy for hours recently, I may have missed something obvious, simple and stupid... but maybe I just don't know how to identity an objet among other similar, after having spawned them "generically". If I could master that kind of things, everything would be easier...

    Thanks in advance.

    Rag'

    PS: I may be unclear in my explanations... If so, please don't hesitate to ask questions in order to identify what's wrong. I really need to make it work <img src="smileys/smiley19.gif" border="0" align="middle">

  • Ok, I think I'll create another topic relative to this specific problem, for more visibility...

    But in the case I wouldn't succeed to use properly the circle collision, would it be complete heresy to make a polygon collision with ~20 points?

  • (even if I'd really like to find a solution to the problem above, it would be great to set the circle collision, like it is possible with the box and polygon collisions... radius, center position etc.)

  • Yeah, the Physics behavior.

    That's an smart solution I've tried... but it doesn't work (more accurately: I can't make it work in my project... but yes, it would be great). I get crazy because of this... <img src="smileys/smiley5.gif" border="0" align="middle">

    Maybe if I describe what I want to do and what I need, someone would be able to help me. Here is the gameplay loop (unfortunaly it is an old version but you'll be able to figure out what it is about and in which context I need to have a physical objet "animated").

    http://dl.dropbox.com/u/63083711/index.html

    • The physical objets I mentioned are randomly generated from the bottom of the screen, every X frames.
    • First, I create the physical objet. I give it an ID (taken from a enemy count... I could use the IID but it doesn't work either, I suppose the problem doesn't come from there).
    • Then I spawn on it the visual aspect. I give it an ID, the same than the physical objet, in order to link both.
    • I can't link the two objets :o It's a mess: the very first spawned object and its visual aspect move as they should do, and once the second physical objet is spawned, all the visual aspects just... stop and don't follow the physical objects.

    Here is the code I use:

    <img src="http://dl.dropbox.com/u/63083711/screenshots/enemies01a.png" border="0">

    <img src="http://dl.dropbox.com/u/63083711/screenshots/enemies01b.png" border="0">

    <img src="http://dl.dropbox.com/u/63083711/screenshots/enemies02.png" border="0">

    That's the way I've done with the dropped balls (it's a physical objet with a visual aspect over it), but I don't know why... in this case, it worked :o

    Seriously, that's something that made me crazy for hours, maybe I've missed something obvious and stupid... but now, I don't know how to identity an objet among other similar, after having spawned them "generically". If I could master that kind of things, everything would be easier...

    Thanks in advance.

    Rag'

    PS: I may be unclear in my explanations and expectations... If so, please don't hesitate to ask questions in order to identify what's wrong. I really need to make it work <img src="smileys/smiley19.gif" border="0" align="middle">

  • Hi,

    I have a problem with a sprite and its collision zone.

    Here is the sprite in question:

    <img src="http://dl.dropbox.com/u/63083711/screenshots/collisionpb01.png" border="0" />

    Ideally, I'd like to use a circle as collision zone. But the collision seems to be larger than the character's body (as you can see on the picture above). Is it possible to set the circle zone size and position? (if would be... perfect)

    If not possible... There could be two solutions:

    • dividing the character into two parts (body and "legs") and apply the collision zone to the body, but I'd prefer to avoid that solution if possible (it creates different problems).
    • use a polygon as collision zone: it could be an alternative solution but in order to be efficient and get an accurate collision, I need to add many points. I know this is not recommended to put more than 8 points but I've tried with 23 points and the game doesn't seem more laggy than previously.

    Which solution(s) would you recommend?

    Thanks in advance!

    Rag'

  • Before producing graphics and musics/sounds, you should think about how to optimize and re-use assets, in order to make your game as small AND beautiful as possible.

    You'll have to be smart :) (depending on what you want to display)

  • I've put my table into the example file and it worked... It must come from something specific to my project <img src="smileys/smiley13.gif" border="0" align="middle" /> Maybe physics, as you said......?

    What should I do? This plugin was supposed to be so useful for my project...

  • I use physics but not the enable/disable collisions actions (not yet).

    Here is the error message:

    <img src="http://dl.dropbox.com/u/39121175/screenshots/CSVproblem03.png" border="0" />

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  • Amazing plugin, I can't wait to use it properly in my project.

    Actually, I think I did exactly what is done in your basic example...

    <img src="http://dl.dropbox.com/u/39121175/screenshots/CSVproblem01.png" border="0" />

    ... but it doesn't work (the game doesn't start anymore, I don't understand why).

    <img src="http://dl.dropbox.com/u/39121175/screenshots/CSVproblem02.png" border="0" />

    I must have done something wrong but I don't get what... That's too bad, because your plugin could be really useful for my project.

    Rag' <img src="smileys/smiley18.gif" border="0" align="middle" />

  • Instead of collisions, you could check the coordinates of the sprites.

  • idea is everything. not beautiful graphics, nor gameplay experience (well, maybe a little) but the idea!

    Graphical polish is very, very important. It makes you go from an amateur status to a "professional quality" status. And gameplay, for a video game, well... how to explain... <img src="smileys/smiley9.gif" border="0" align="middle" />

    Everyone can have good ideas, but what really makes the different is how these ideas are translated (consistently and accurately) into a game. You can start from a good idea and end with something not enjoyable for the player.

    On mobile, 90% of the successful games are simple but very well polished (graphically and in term of gameplay).

  • Hi!

    I think about adding menus in my games. There will be two kind of menus:

    • full screen menus.
    • pop-up in-game (for example the pause menu... the game scene will still be viewable behind).

    How should I proceed? Everything put into the game scene, and I move/hide/Show according to the events? Or a very new layout including all the concerned assets.

    Your opinion? Any examples? <img src="smileys/smiley9.gif" border="0" align="middle" />

    Thanks in advance!

    Rag'

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  • Being just a games developer is not a reality in my opinion, not unless your Rovio making something like 120 million on a project, they can afford to make only games for the rest of there lives.

    Fortunately, you don't have to be Rovio to "survive" as a game developer! <img src="smileys/smiley3.gif" border="0" align="middle" />

    There is a wide range of profits, between 0 and 120 millions...