RayKst's Forum Posts

  • Yeah thats it. The cross line. If it appears on your machine , then it's something on my side. Thanks. I'll try to find the cause.

  • This has been bothering me: Where is the red line that indicates that an event is disabled ? In fact there's i haven't seen it for some time.

    System : Win7

  • Yeah bullet is a bit unstoppable :) But now that enabled/disabled was added it can be worked around more easily <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Yeah that's a problem. I have two options: Make the arrow always stuck on contact, never bouncing. Or come up with a way to make it bounce and settle on ground correctly when it's speed is low enough.

  • Duh, of course it'll bounce infinitelly. I'll cut the momentum on half each time it collides and see how it goes

  • Nice example ! I'll use some of it's code thanks :) There's one problem with bullet though. If you mark it to bounce on collision it keeps bouncing infinitelly. I don't know if something that i did affected it but it's worth checking.

  • Well it's not absolutely necessary but the reason is more realism on motion. I can always rethink gameplay to do without physics anyway. In fact i just had and idea that eliminates the "need" for physics. But it would be good to know anyway

  • Hi, what would be a good way to make an arrow with physics behavior so that it is spawned, moves with character while pressing a button but when releasing button apply a force to it, ie.: Shoots it. Is there a way to turn on physics only when i want ? The way i made it sometimes it shoots correctly sometimes it just falls down. Any ideas ?

  • It may be a bug so i'm posting here.

    Are they supposed to work together ? How the bug ocurred: Platform and Sine together. Sprite on solid. Sine initially off. When moving activate sine. When sine is activated Sprite is moved , in my case like 100 pixels up. Then it moves according to sine parameters. When sine is deactivated the Sprite returns to original position. Resuming: Sine movement starts at wrong position instead of initial sprite position.

    On Win7 Chrome.

  • No prob :) Here to help.

  • Since it uses megaman sprites i'll help you on this one

    Here it is, check if it's what you want: http://hotfile.com/dl/135972382/e1710e4/megaman_11.capx.html

    If it is be sure to pay attention of what i did so that you can learn :)

    Obs: I changed keys to WASD F and G to facilitate things . Just change them back :)

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  • Well, would loading the XML via Ajax be an option ? Your plugin is already awesome. Only problem with it is importing method and display text in edit time :) I thought of researching this and trying to add it to the plugin but it would involve a bit of changing. Anyway i'll keep researching.

  • Well, ok then, thanks anyway :|

  • Hey i've been trying go get it to work with a BMFont exported font image. I tweaked export options on BMFont as best i could to make it compatible with the Plugin. It failed of course :| . So i ask would it be possible to make the plugin read the characters locations XML exported by BMFont ? Or is there a sure way to arrange the charset image on a image editor ? I couln't follow the tutorial on first page at all. I used Paint.Net maybe with Photoshop ?

  • Ok. I understand. It's just that the way you said at first sounded offensive. But now it's sorted out.

    Some things: First " Drag-n-drop editors are great for a class of games , mainly games that are very art oriented like Aquaria or Braid."

    I meant what i said. Drag-n-drop (non tile based) editors like it is now on c2 are great for games with free element positioning. But it falls short for other types. Thats all. It is not a counter argument. You misunderstood it.

    Second thing: Ok it is not essential my bad. But if you look at it that way most of the things in C2 are not "Essential". They're there to improve Usability and Ease of Use and most of all Productivity for many kinds of games, and a little more for some kinds. That's all. Hope that ends the argument.