ryanrybot's Forum Posts

  • I sure did,

    Not to derail your thread any more than I have already, I noticed in your game that you shoot a low bullet if you start moving while you are shooting.

  • Hi shinaito ! Could you try setting the 'Key A is Down' to 'Key A is Pressed' and see if that works?

    I might be wrong, but what might be happening is it's continually setting the animation while A is down so the animation never leaves frame 0.

    I'm sure someone with more knowledge will correct me if I'm wrong.

  • No problem mudmask !

    I don't have anything I'm ready to publish yet, but I have a screenshot of what I'm working on...

  • Kevin MacLeod doesn't have much for chiptune music (if that's what you're after), but there's lots of other stuff to choose from.

    I really like what I see so far! Coming from someone who is also working on a Metroid-like, I can really appreciate what you are doing.

  • You can add, delete and move around points of a sprite's collision mesh. I believe the tool for it is right under the imagepoint tool in the image editor. Making a triangle should be simple enough.

  • I'm working on a platformer in the same vein as Blaster Master, with vehicular and on-foot gameplay.

    Maybe I'll try a dungeon crawler next but, since this is my first game with C2, I tend to want to push the limits of what I can do as a way to learn the program and how it works.

    [attachment=0:3hfy4ee3][/attachment:3hfy4ee3]

  • I don't have C2 around to double check, but have you tried using the pin behavior to pin the platforms together in sequence using the bar type pin (to keep all the platforms the same distance from eachother), then just move the lead platform?

    That should work for the skull boat type movement. The way the blocks appear in the first two examples would take a bit more work.

    When I get home from work I'll try to come up with something, if you haven't figured it out by then.

  • Depending on your gameplay, you may not even need to have the character actually jump, but you can fake it with sprite trickery. If you create a jumping animation, increasing the height of the sprite to accommodate the character's new height, it should work for you. That way the character sprite never actually leaves the ground, it just looks like it. You can even add a shadow underneath using the same sprite to seal the illusion.

    The only drawback of using this technique is it might be a pain to get your character to jump onto a platform that is raised up.

  • Someone with more knowledge can correct me, but I believe you will need to have a physics object for each link in your chain, then create a distance joint between all the links. This will make your "amigo" move around inside any given radius, while restricting it going any further. Make "chain" unmovable" and attach "amigo" to the mouse position.

    I don't know if that helps or not as I'm just thinking off the top of my head.

  • The game I am currently creating has a mix of 3D sprites for the inorganic objects and effects, and hand drawn sprites for the organic stuff. It's very much doable and looks good if you know what you want to achieve.

    Personally, I wouldn't do it any other way, but if you are new to 3D or are more comfortable with drawing your own 2D sprites, you may not find it's worth the effort.

    As far as programs go, I've seen amazing results with Sketchup but prepare spend time learning how to use it. Like anything, you aren't just going to get mind-boggling stuff as soon as you install it.

    I haven't touched Blender in a very long time, but I hear it has come a long way since the old cumbersome interface. So that is another option if you go the 3D route.

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  • Sorry to bump this. It still has me stumped, as all the joints have the same properties but some behave differently. Joint 2 should remain within a fixed distance of joint 1, and joint 1 doesnt stay connected to the image point like it's supposed to.

  • From what I understand you want to have only one bullet, but you get another bullet if your first bullet hits a certain object?

    If so, this should work with variables.

    On touch, if variable =1

    -shoot bullet

    -set variable to 0

    Bullet collide with object

    -set variable to 1

  • Hello everyone!

    I am a little stuck on a little problem with revolute joints. What I am trying to do is create an antenna that is attached to a character and sways to the character's movements. I am sooo close, but I have an issue with two of the four joints.

    First off, the joint that attaches to the character is set to the position every tick, but always lags behind the image point it's set to when I move the character. I have lots of other sprites attached to the character, and none of them lag behind, so I was wondering if anyone had any suggestions for that.

    Secondly, all the points stay at the same distance from the one they are attached too, except for image point 2. Point 2's distance increases the faster you move the character. I've even tried applying a distance joint which had undesirable results.

    I've looked at a few threads from people with the same idea of using physics objects to create antennae, but nothing gives me any ideas that could solve the issues I'm having.

    If anyone would like to take a look, here's a simple capx. Any help would be greatly appreciated.

    dl.dropboxusercontent.com/u/30500491/antenna.capx

    Thanks a bunch!

  • Could this also be a video card driver issue? I know I've had issues much like this where a game would have low fps unless I ran it in windowed mode. Turns out the drivers were the culprit.

  • My only suggestion would be to seperate the upper body and lower body into their own sprites. So when you are moving you have the legs animating all the time, then you just need to switch the gunout and gun up animations in a different sprite when you press the appropriate buttons independent of what the legs are doing.

    Without seeing your character sprite it's hard to tell if this method will work for you though.