rogueNoodle's Forum Posts

  • (I really suck at drawing these kind of things =/):

    pcfernandesjr - That doesn't suck at all :) The only thing that I would maybe change is the lighting on the cave - it seems a little inconsistent with the light source. I hope you don't mind - I've done a really quick paint over to show you what I mean...

    <img src="http://roguenoodle.com/forum-images/CapturadeTela2013-04-19-PAINTOVER.jpg" border="0" />

    Feel free to ignore my advice though - it looks great either way :)

  • jayderyu - That looks about right. The project size definitely plays a factor, as I'm starting to find adding globals for every function is a little tedious. I actually didn't think it was necessary to include an event sheet in order to have access to the globals, but to be honest, I'm not sure why I thought that...

    Having a better look at your method, I definitely see the benefits in it - will probably use that method for my next project.

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  • Blacksmith - No problem - I hope it works for you!

  • Blacksmith - As long as each dimension is a power of two, you'll be fine - they don't need to be the same. So as another example, 256x512 would be valid...

    (Also, you'll be using the same texture for all four lines, just rotating and scaling as needed)

  • - Try adding an 'Else' condition to your last two events:

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

    (keyboard) space pressed

    + (sprite position) X=74    -then-    (set sprite position) X=88 Y=274

    Else

    (keyboard) space pressed

    + (sprite position) X=88    -then-    (set sprite position) X=69 Y=127

    Else

    (keyboard) space pressed

    + (sprite position) X=69    -then-    (set sprite position) X=476 Y=195

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

  • damainman - Thanks, I'll definitely check that out. Good luck with your game!

  • Blacksmith - when you say large scaling sprites, how large where they? The largest would be 1024 x 4 pixels (or whatever the line width is), so I wouldn't think that would cause a problem...

    Or were you trying to scale large boxes? That would be different, because C2 would still have to draw the transparent pixels in the centre, which is why it would be necessary to break the box into 4 thin sprites.

  • ome6a1717 - In the event that we can't see, do you set "attacking" to false, or something along those lines in order for the SetAnimation action to not trigger multiple times? Not sure if that would cause the problem or not, but might be worth looking at... you could also try adding a condition to that event that says if the animation is NOT already playing, and the bandit is attacking, then play the attack animation.

    Not sure why it would only happen on the second time though...

  • Blacksmith - Off the top of my head, I would say a black background image with the diagonal lines and then thin sprites used to build the boxes, scaled and moved programmatically, would be what I would try. That would definitely be more efficient in terms of memory usage when compared to 17 images 1024 x 670, but it would take a bit of brain work to get the placement and movement right.

    It looks like at any one time, there are approximately 10 boxes on the screen, so it would take 40 moving and scaling sprites to accomplish that. I doubt that would to too much for C2 to handle well, but it'd be something you'd have to try first to really know...

  • SecondDimension - Thanks for clarifying! I guess it was the source code thing that confused me, but releasing the capx makes sense. Looking forward to this.

  • I use global constants to hold function names - then when I need to call a function, I can just pick it from my globals list. Has the added benefit of allowing me to enter in a comment that tells me what the function does, what it returns and/or what parameters it takes.

    I usually keep an event sheet called Function Headers, and try to stick to a naming convention like F_FUNCTION_NAME - that way, when looking through globals, I can see all of the functions grouped together. Then I can quickly look at the comment to see how to use it properly.

    It's a bit of extra work (and some overhead for the globals as well), but definitely helps to keep things organized. Of course, some sort of built in method of organizing functions would be awesome :)

  • I might give this a try as well - but as far as I can tell, using Construct 2 limits you to the Jam only, right? Or is it possible to use Construct 2 for the competition as well?

  • I have a pixelation mask on a top level to make rotated sprites and warp effects appear at the right res.

    damainman - This looks pretty incredible! If you don't mind, can you elaborate on the above statement a bit? I've been wondering how to make rotated sprites look better in low-res games...

  • BluePhaze - I've had that problem as well. Didn't bother trying to fix it (too many other things to work on) but yeah, I'd be interested in a solution if you happen across one :) I'm sure it's just a matter of tracking certain state changes better...

  • Rudi - that's pretty cool, didn't realize the sound engine was capable of that :)

    A couple of things - it doesn't seem to loop indefinitely for me. Sometimes it stops after four or five loops, sometimes after one - it's pretty random. In order for it to start going again, I have to press the stop button and then start button again.

    Also, I'd personally switch up left and right clicking for the volume controls. To me, it seems like left should make the knob turn counterclockwise, and right clockwise. It would be cool if you could incorporate some sort of click and drag on the dials as well.

    Nice start :)