RayKst's Forum Posts

  • This makes me remember that it's somewhat hard/cumbersome to set multiple custom controls :(

    The bow angle is primarily controled by mouse but i'll add arrow keys to control it too then. Knight direction is controlled by mouse too :X Man it's so hard to make game controls adaptable to anyone. I personally feel mouse (or touch?) is perfect for this game but that's me :)

  • Thanks! About the controls yeah you guys are right i'll add arrow keys and z and x . It's because i hate arrow keys and love WASD + Mouse :D . I'll se what i can do thanks guys!

  • Here's a WIP of a game i'm working on. Currently there's only the main character almost done <img src="smileys/smiley36.gif" border="0" align="middle">. The game idea is not completely formed yet, since i focused on gameplay first. But i intend it to be a defend-the-castle-with-your-mighty-knight game type :D

    If anyone is interested (:)) Here it is.

    More info here.

    Thanks!

  • You can create a "level completed" layout with your animation and reuse it after the end of each level. If you're asking how to do the animation, i guess there's a plugin or two that could help you. I'm not sure if there's a tweening plugin or something.

  • Yeah for simple paths waypoints is sufficient. It'll depend on the level of complexity that jos101 wants. Most types of tower defence games follow rectangular paths so way points would be enough. But for it wouldn't work for a autorama type racing game for example.

  • What you want is a spline path generation and follow on spline path algorithm. A recommended spline type is the Catmul-Rom Spline (hermite type). Though i don't have the slightest idea how to implement it in construct :( . If C2 had support on editor of path creation it would be quite easy. One more thing to todo-list i fear

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  • It's for walking bobbing effect. Just a 2px up and down with low period. It works perfectly now thanks ! I asked since i must have same frame height to animations so it couldn't be simulated easily by putting image point on bottom and setting different frame heights.

  • If you augment the frequency of color changing on background it'll blow up your brain then your monitor together >:D~~

  • What you want to tweak is primarily Deceleration compared to Aceleration. Try with the values and see the result. Try this values for a nice not-too-fast-not-slippery movement: Max Speed: 330 ; Accel: 1500 ; Decel: 2000 or 1500 for some slip. That's goog enough for most purposes

  • Yeah ImpactJS has an integrated editor. It only supports tile based maps so it's the exact opposite of C2. It has nice features that could be integrated into C2 like map regions. That eliminates the need to create invisible objects and stuff. Just gave me an idea : Collision regions in map. So you can have maps with total custom collision :D Just an idea :)

  • hmmm i dont think

    Construct is just debuting and the game license is too expensive

    But nothing is impossible you just need patience

    You're kidding right ?

  • That would be a little to much :D

  • It appears that that isn't a Go To Layout that accepts a level name or level number. So you're out of luck :( The expression is System.Go To Layout but it doesn't accept and expression like name or number. I'm a bit sleepy so i could be wrong :D

    To improve this all i suggest the ability to set the layout flux at edit time like MMF2. So that would exist an screen on which you would arrange layout loading order. So you could do System Go to Next Layout or System Go to Previous Layout. And add an expression Next Layout Name and Previous Layout Name or something like that. A simple Go To Layout is insufficient.

  • to sk1e

    I worked for about 4 / 5 days, with all layout. Thank you for the compliments =)

    to cademonteiro

    Muito obrigado amigo, eu moro em Natal, e voc?? Eu vi seu jogo, j? tinha jogado antes, ficou muito bom. Tem outros seus?

    Pode deixar que j? t? pensando na continua??o rsrs

    Finalmente mais brasileiros aqui em ? :D

  • 20-30 minutes is a huge time imo. Applying things for all frames is a must if an engine want's to be called productive, easy to use etc. And about the pollygon collision, can you not edit it ? Like by dragging the rect or something. I thought you could...