RhapsodyInGeek's Forum Posts

  • I like what you've got started with. Plays very nicely, and the graphics are lovely. I like the sound effects a lot too, staying in tune with the retro feel and everything. It was only a quick demo/tutorial, but it was strangely satisfying anyway. And the cannon is awesome.

    It just feels fun. Looking forward to more.

  • TELLES0808

    I guess I could see some usefulness in Sound Families, but I don't think they're really all that needed. Tags work really well in conjunction with global variables, and calling each individual sound isn't that big of a deal, especially since you can call sounds by name now rather than have to use a drag and drop list, in case you wanted to call sounds via variables or something. Still, it might streamline certain soundsets a bit more depending upon your project, though I doubt I'd ever have need for Sound Families (and I'm a musician!).

    inkBot

    Are you talking about intro tracks transitioning seamlessly into the loop section, or the loop section itself not repeating seamlessly?

    For the first one, are you experiencing this while previewing or are did you play it uploaded online? I've experienced an issue during previewing where the intro and loop sections had a noticeable gap, but when they were uploaded to dropbox and played online the gap was gone. Of course, I had to make sure the loop was preloaded at the start of the layout before the intro finished so that it could just play it instantly. I also opted to import the music as "Sounds" and play them as "Sounds", mostly because I feel I get a better sound and better loop.

    If you're talking about the loop having a gap between repetitions, then I don't know what to tell you. I tend to test on Chrome and all my looping tracks loop fine (at least when they're played online).

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  • It's not that weird. When you call an animation in the Sprite's actions list it only asks for the animation name. If you have two animations in Hero sprite called Attack, which one is it supposed to pick?

    Individualizing names and coming up with conventions as MelVin suggested will only help you in the long run anyway.

    The folders in the sprite's animation list are there purely for organizational purposes and cleanliness. Makes it easier for you to find an animation.

    Instead what you should do is

    Movement

        Idle

        Walk

        Run

        Jump

    Attack

        Punch_High

        Punch_Low

        Kick_High

        Kick_Low

    so on and so forth.

    EDIT: Just realized you also had suggested having an animation be listed as High.Attack, Low.Attack, etc... I'd have to doublecheck but I don't think you can do it that way as the Sprite animation requests a string, and strings CAN have periods in them and all manner of other characters. Also, you can't very well just leave it without the quotes and turn it into a command because High.Attack will just look for the "High" object and try to find the property "Attack". I honestly don't see any good way around it that won't call for a rewrite of the way animations and variables are called, which seems more trouble than it's worth. The method currently used is perfectly fine, and in fact encourages clean code in my opinion. Just rethink your organization.

  • This is really just a minor annoyance, but awhile back I got a PM from a member here, checked it, and have since deleted it and all other messages in my inbox. However the "1 new PMs" alert still hasn't disappeared after some time, even after clearing my cache. It shows up whether logging into either Firefox and Chrome. Not a big deal, just kind of annoying. I was wondering how do I get rid of it?

  • Hmm, that makes a lot of sense actually. One could say too much sense. <img src="smileys/smiley17.gif" border="0" align="middle" />

    Hope you get it figured out soon! It's a brilliant plugin. Many props to you!

  • Hey there! So I'm having an issue with the Pathfinder behavior. I have it set up for some NPCs to follow the player around after some interaction. There's a checkpoint system in place, and when the player dies the game recreates the positions of all the NPCs and inventory, etc...

    However, after dying and having the stage restart, when the NPCs try to set their path to the player, the game gives this error:

    Javascript error!

    Uncaught TypeError: Cannot read property 'ts' of null

    localhost/RezPathfinder_behavior.js, line 141

    and a little bit about it being a bug in Construct 2 or a problem with the plugin.

    This occurred in both the latest and previous releases of your behavior.

  • That'd be awesome.

    purge

    In the meantime, you could use Rex Rainbow's Sprite Bank to accomplish this. You'll likely want to use families to streamline it, but a combination of that and clever use of a global array could accomplish the same effect.

  • That's weird. I tried it but I'm not finding any issues with it at all, seems to load the same way as it starts off on.

  • I must warn you, this was a re-design of the engine which I never bothered finishing, so it's got some heavy bugs going on. I would also appreciate it if you didn't ask me how everything worked. But feel free to explore and use it as inspiration if you'd like.

    https://dl.dropbox.com/u/20459682/eclipse.cap

  • I like to add a string variable to my sprites called "state", and then have conditional states like "idle", "walk", "attack", etc... For more complicated movements like with a boss, you can also have trigger objects that the boss can collide into and have a certain action take place before he switches directions.

    In order to control his movement directions, you can make a variable called "direction", and make it a number or string, and have it so different numbers/words correlate with different directions you'd have him take. Assign a variable to the trigger objects with data corresponding to the new direction the boss should take after colliding with them.

    There are of course a million ways to go about your goal. The vague method I described is only one of those ways, but your best bet is to experiment until it has the movement and actions you want.

  • Webstorage is probably the best method to use. You can store all sorts of variables as local keys in webstorage, or you can save an entire array as a string in webstorage.

    Saving Variables to Webstorage

    Saving and Loading Arrays to Webstorage

  • In my platformer I'm using a bg layer, stage scenery layer, collision layer, object/MOB layer, sometimes an fg layer, a pause menu layer, a HUD layer, and a fade layer. So mostly 7-8 layers, depending on the level.

  • I have only so much love to give, but it seems Scirra has taken all of it.

  • In Classic, two of the many z-ordering features was "Place in front of another object" and "Place behind another object". This feature was extremely useful in games that featured visible upgrades to characters, like body armor or weapons, that could be pinned to a character, while not interfering with the appearances of other characters (for example, maintaining proper depth in top down games, the upgrades not appearing over characters who should be in front of the upgraded character).

    Anyway, yeah, I miss that feature. They're the last two actions needed to have a fully featured z-sorting system. Pretty please? <img src="smileys/smiley4.gif" border="0" align="middle" />

  • It's insane because he's using physics simulation?

    As far as whether you should just use platform behavior and forgo physics... it depends on what kind of game you want to make. If you're making a Sonic clone or sidescrolling platformer of some kind, I'd recommend not using physics and instead going the platformer behavior route. Much easier to accomplish this specific task.