saiyadjin's Forum Posts

  • you need to use families for that -> which changes all instances, and since you don' have full C2 (according to badge) you can't do that.

    other then that i'd put:

    if monster.pathfinding.angle > 45 then monster.animate. walk down.

    other then that walk left.

  • it's the best if you aim to use exactly set sprites. for example: you need a monster - bigger - create it 512x512 and use it like that, don't create 1024x1024 and then

    resize in editor because it will cripple your stuff.

    also aim smaller sprites with lower res .)

  • since he asked left, right, up and down i'm pretty sure isometry isn't the case here

  • how about instead of overlapping with offset you start using dist (sprite1.x, sprite2.x, sprite1.y, sprite2.y) <32 -> destroy sprite1 ?

    problem with overlapping - imagine my object is a big ">" form like this one (sprite 1). And now imagine your second sprite is a dot "."

    if you check for overlapping with -32 x and y - they will never overlap and therefore your event will never fire, even though the dot is under 32 distance from <.

    Also you have to take in that origin point of your sprite is the point where you calculate your stuff from. not borders. sprite x,y = origin point. So using distance from sprite 1 to sprite 2 you get this:

    if ( dist (.x,.y,<.x,<.y) < 32)

    destroy <

    (it won't matter if left, right top or down, each will work. )

    math pls.

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  • sales ended! thank you all for buying

  • i have no glitches.. seems to work fine. i'd rather complain on some gameplay things but i guess it's not finished yet. though it seems fun. also - > massacre pod berlinom? really? XD they'll call you a terrorist

  • no need for foreach. if you put if dist (x1,y1,x2,y2) it will calculate towards each instance of enemy. and jump will trigger when <100 dist. if you want it to trigger once - add trigger once.

  • uh you want to make Warlords out of nothing? i mean before doing anything else?

    start small with simple games and learn till you can make a bit more advanced ones. and then try something advanced. also without families you're pretty much crippled a lot (you get them with full version)

  • hey guys just a quick update, i'm working on this now as intended full time to the max..

    here's just a small screenshot of current work.

    the red parts are still missing and there's a lot of design tweaks to be done, and ofc the whole logic is still in the works.

    like i've mentioned before it's a plugin manager that will allow you to select what you want - press install and it downloads and installs your plugin / behaviour / effect etc.. same can be done backwards - delete, uninstall (delete delets downloaded file), i've thought about adding a comments section - where people will be able to comment and report bugs on the selected item. on screenshot i was testing pathfinders link to example to see if it will work as intended and it seems it does.

    and yeah, whole developer section is missing (where devs of plugins will be able to tick fixed bugs, write changelogs, update new versions and so on..). also users will be able to select which version (that were uploaded) they want to download and so on..

    it's nowhere near finished but it will be soon... registration and login is already done, and the only thing left is to decide if i should charge money for it or not. that's where i need your help guys ! tell me would be 10$ solid price?

    did i mention that if i'm paid for the work - i could buy a separate database (they do cost around 5$ per month) where i could store everything, files, all the links and so on.. and if i don't pay - people will have to maintain their links and stuff on dropbox / google drive / etc.. it's a tricky thing sadly..

    anyway here's the screenshot:

  • blender + .net paint

    my buddy also uses 3d maya

  • hey i'm not trying to be negative, i'm trying to be motivational. if this is what you really want to do for the rest of your life - focus on it and expand your views... it's the same in every job from programming to selling mops

    p.s. yeah, a bit offtopic, sorry

  • probably a handle somewhere was interrupted and it couldn't load properly (in windows). glad it's ok now

  • what OS?

    graphics drivers?

    update it all. p.s. also what theme do you use? (aero? classic? etc..)?

  • well if you are weak in html 5 it doesn't matter, the game engine is in javascript, not html5

    you can always start learning from w3schools.com about javascript and export your game without minimizing - then you get the full code in c2runtime.js which you can try to understand. other then that you can buy/borrow/etc wrox webGL book to learn some javascript webGL things. and other then that you need nothing

    whatever you do though, remember this - you have to learn more widely then your current view because only like that you will become better in it all together. example:

    i'm a c# developer, and i've want to make games in c2. i've used c2 and i've noticed that for making a good looking game you need time to invest into learning inkscape/gimp/paint.net/photoshop, or if you want a 2.5D or isometric games, most likely 3D modeling and exporting as pngs. then you need to know how to do animations which you can do with spriter for 2d and maya/blender/3ds for 3d. then you have to learn about AI and how it works to be able to understand how functions in pathfinding work for example. (yes every option is described in manual, but that's not what i meant, you really need to go into A* algorithm to understand it, and there's loads of articles about it online). Anyway - then you have to work with audacity (for example) to learn about audio. Then you have to learn how to optimize your game. Then you have to learn SQL if you want to work with databases and understand how they work, and so on... Finally if you learn / know javascript +webGL - you can do anything in c2 through sdk. So that's a good starting point. Currently i've noticed that people have to find plugins online on forum and check each to see what it does and so on.. that's why i'm using my c# knowledge to create a program that will ease this up for both plugins developers / c2 users in terms of checking what is available, update versions and so on.. it's a pretty big project and nowhere near finished, but i'm working on it and soon it will be done. you don't see me complaining about things, just sit and work. or as one guy said when he compared GIT vs Mercurial: tools do not matter, just sit down and write some code.

  • first of all - bumpmapping ain't used for lighting, especially not lighting a sprite. bump mapping / normal mapping are techniques used to create bumpiness on objects. (for example - you have ground with stones on it, lots of little rocks. if you look at that picture directly - it's just a flat 2D picture. if you create a normal map for the little rocks and terrain, use bump + normal + diffusal - you get a nice effect that makes you see rocks like they're sticking out of ground instead of flat surface like they were on initial image.

    and that's mostly bumpmapping / normal mapping. nothing else, nothing less, it isn't used for lighting, hell no.

    second of all - i'd suggest coming up with your own shader for lighting or custom code for it, but bumpmapping ain't it.

    third of all - if you've already used some custom code - why not create a behaviour / plugin for c2 and keep it updated so everyone can have. also did you know that tough things are quite rewarding when done? so you could take that turn.. but everything that lasts / is good is tough, just don't get depressed by the magnitude of work ot be done, devs usually lose motivation and give up..