samur's Forum Posts

  • I was still fighting with this and this is what I achieved finaly. It's by no means good, but for prototype it'd be enough. What I used is:

    • changed collisions for boxes and changed their size for smaller, but start and end points of link sprite of rope have to be inside this col box, else rope breaks;
    • I added distance joints to keep rope together even if it'd normaly break;
    • set the sprite size to much longer (now it looks strange, but if sprite would be short then line after adding couple of segments would have big empty spaces between links).

    Maybe someone has a better idea how to do this?

    Before I also tried to spawn rope of fixed size and just move it up hiding it off the screen or down to make illusion it's getting longer. But then other problems arose, because those 'unused' parts of rope still reacted with the rest and rope became hard to control and too unresponsive.

  • Hey,

    I made a rope which is based on segments (sprites: link) connected by revolute joints. I make a rope of preset length and it's working great. Now I want to add a new segment on top of my rope, so I won't to make it longer by one segment. Just press "+" and see what happens. A new segment is added on top but it looks out of place... It reacts with the rest of the rope, but it has an angle that ruins it... The only resolution for this that almost works is when I change collision polygon of link sprite to very small. This way a new segment aligns quite well with the rest of the rope. Unfortunetly setting it like this breaks the rope physics... Do you know how can I achieve it? Thanks! I need this for the prototype I'm working on.

  • Thought someone will use it

  • Thanks! I found this example in this topic: https://dl.dropboxusercontent.com/u/542 ... rrain.capx I think I have to study this <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I kind of implemented what I wanted. It was simpler than I thought. It's crude implentation and you probably have to add bezier curves drawn on top of those platforms, but it's working for the prototype <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> You can download my solution here: http://samur.pl/prototypes/slopesdrawing_prototype.capx

  • Hey! I want to generate and draw a slope-ground, something like this: http://cdn.gsmarena.com/pics/12/07/tiny ... na_004.jpg What's more I want to use this generated grounds as a platform on which player avatar will move-on. I tried couple of approaches, but none of it works:

    • I tried drawing slopes (bezier curves) using Canvas plugin and it's working fine, but I can't reference it in no way. I don't know how to make this generated line walkable for the player? Because it's just canvas object.
    • I tried making filled-circle with three behaviours: sin vertical, sin horizontal and bullet. Then every X sec the last circle is spawning another one behind itself, but well... I don't think this will work like this.

    Maybe someone did something like this?

  • rexrainbow Let me explain it more clearly. I'm trying to create three indefinite levels of ground for endless runner game. I'm creating this ground from segments. Each segment has the same width and I create each segment in Tiled. So my segments is something like this:

    _ _ _ _ _ _ _ _ _ _ _

    _ _ _ _ _ _ _ _ _ _ _

    _ _ _ _ _ _ _ _ _ _ _

    And your importer works great spawning one segment like this. Now what I want to do is to spawn another segment while previous one is already on the board so they will connect together without any gaps (empty spaces) between them. But because of low FPS my implementations for this are framerate dependent and when I don't have any gaps on my PC, I have them on debug mode or on iPad. Maybe some of you would have some solution for this. Right now I'm thinking to somehow glue them manually by picking last tile of previous segment and translating tiles of the new segment so they will stick together...

  • I have one problem with spawning ground segments for my endless runner game. I'm writing this here, because I don't know if it's plugin dependent (I don't think so) or just general Construct 2 knowledge.

    I want to spawn segment after segment like this so there won't be any gaps between segments. The problem I have is how to figure out what to use as a delay between spawning of previous and the next segment? Firstly I used just Every time, but I noticed that it's framerate dependnt. On iPad mini, iPhone5 and PC there is no gaps. Everything is spawned very nice, but on iPad 2 or even on PC in debug mode time-steps are different and gaps are created.

    I tried doing it many, many ways and none is working. I tried on distance, my last try is on the project I upload and it's based on when first ground-object's X is <32. But it's also faulty. As you se I tried to somehow change this property of 32 based on dt, but I don't know if it's even a right way and if it is I don't know how to set it correctly. You can see it in: [attachment=1:15h3x1s8][/attachment:15h3x1s8]

    Another .capx ([attachment=0:15h3x1s8][/attachment:15h3x1s8]) I upload is another implementation of this problem, not using Tiled. This one is working perfectly, but I don't know how to implement it using Tiled...

  • It's perfect! Thanks

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  • I encountered strange problem while working on mobile-targeted game. Sometimes when I tap on the screen nothing happens and it should and the same thing happend even when I play it on PC. So I stripped down the problem to a simple .capx project which I upload here. It works like this that when you tap above the character it moves up and if you tap below him it moves down. Just tap couple times up and down and I'm sure that sometime character won't move... In the project I disabled Mouse input event. When you switch input to mouse (turning of Touch) nothing like this happens. Input is always accepted correctly. I don't know what's wrong and if I can fix it?

  • Yes, I use that one already

  • Just wanted to thanks for the plugin! It's working great once I got a hang of it

  • Hey! You can play it here: http://www.newgrounds.com/portal/view/644982 Hope you enjoyed it! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> We would love some feedback, so thanks <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Hey! Can you e-mail me at samur.rgd@gmail.com ? I'm interested, but I'd need more information. For start what is the deadline for the project? Thanks <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> You can see my portfolio at: http://samur.pl

    I need someone to program an original, complete and playable 2D platformer boss level similar to what you see in a Mega Man or Super Metroid boss level. You will need to do all the programming in Construct 2 and provide the artwork.

    Requirements:

    Hero:

    -Similar to Mega Man in look.

    -Can shoot bullets/pellets.

    -Needs to be able to shoot up.

    Boss:

    -Level 1 boss (it shouldn't be too hard to beat but still be a challenge)

    -Must be considerably bigger than the hero.

    Other requirements:

    -Both Hero and Boss should have health meters.

    -Game must have sound effects.

    Again, only boss level is needed.

    Please kindly PM or reply with quotes. I can pay via PayPal.

  • It's working just fine for me, but I also upload it here then.