Space Ape's Forum Posts

  • Good point, procrastinator. I think, maybe, that the lack of seamlessness might be part of the charm with using these type of hand-drawn pieces. You could certainly pull off a setting which looks like blocks or tiles (a grid?) and it might be downright beautiful!

    I also wanted to note that MS Paint in Windows 7 has a free-form selection tool which might allow you to crop around the edges of these images for cleaner import into the game.

  • Hello BadCerebral!

    I've experimented with this sort of stuff recently, so it's definitely possible. Scan it into your PC and save it as a .PNG file. You'll have to crop and make sure the image has the right borders you want to appear in the game. Once you add the graphic as a 'tiled background' in Construct, you can re-use it as much as you want (drag and drop it onto the layout) and rotate, scale, etc to suit your needs in the game.

    You will have to use some collision masks (like an invisible solid sprite) to make sure the pieces act as platforms. One easy way is to put all the invisible collision masks on a separate layer and make that layer invisible in the game so all the player sees is your artwork.

    I love the style, dude; there's something unique about hand-drawn images in a game.

  • Hello Vinians. What are you looking for with these bullets? Do they spawn on a trigger, condition, or at certain time intervals? Is it just a counter for how much ammo? I can think of a few ways to do it, but I don't wanna suggest something way off from what you're working on!

    Take care bro!

  • Well that's just fantastic! I was wondering if there was some official work being done on this one, as Ashley & crew are da bomb and I wouldn't trust it from anywhere else! (Does that score any brownie rep? :P)

    Seriously, thanks Ashley; I was very discouraged by the slow updates of Awesomium and the steep prices for licensing.

  • I'm hoping node-webkit gets some official support going on as Awesomium isn't free for commercial use... unless I'm reading their licensing stuff incorrectly. There's no point in using Awesomium unless you get a great deal on a license; coming up with cash for an exe wrapper isn't something I'm keen on doing.

  • Ribis - I got excellent performance with one game but there were less than 10 objects on the screen at once. Another game I ran with a lot more than that (100 or so) seemed to slow down significantly. The only other difference was in the layout size. Maybe it has to do with that size or the window size that's being scaled? I'll play around with some options as well.

    Good luck, sir!

  • I agree - games look much better when running in full screen. I'm not sure if it's certain effects or certain settings that cause the issue, but I'd be curious to find a solution.

    Let us know if you can find what's causing the hiccup--or maybe someone more experienced can chime in and offer an explanation.

  • Ribis - I've noticed the same thing, as well. Even in projects with very few objects on the screen at once. Switching to full-screen always affects the fps, but I'm not sure if it's something only C2 suffers from--it might be a general issue with games.

  • That looks friggin awesome... real motivation factor, which is something I need. Thanks for bringing this up, EgoAnt! I'll keep an eye or two out for your work.

  • Whoa, that's weird! While I haven't used the canvas snapshot function in C2, I'm able to capture those elements with a traditional screenshot from the keyboard and paste into paint. It must be something with C2 then.

  • For right now, the only idea I can think of is to have a different sprite object and each object have one of the desired animations. Granted it's not the most efficient method, but it might be useful for testing purposes.

  • Hello Mick,

    Just a thought here, but maybe you could use your current system with some modifications. Maybe stop the downward force when the object collides with another object and apply it only when there is no collision? Or scale the amount of force relative to the object's distance from another object?

    I just started playing with the Physics stuff, so sorry I can't offer specific ideas related to that!

  • ...and my AX! :P

    Couldn't resist, Mr. E Bear.

    On another idea for the OUYA: what about packing some of our individual games we've created into a mini-game collection? Sort of a "Scirra Hits" compilation?

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  • dinofun: Good luck, dude! Let us know how it works out. I haven't messed with that A* plugin but it sounds pretty good.

  • Hmmmm... Hows about making a tiled background, something really small and semi-transparent, and creating that tiled background at the point of mouse/touch contact? If it was round and small, it should easily create a 'drawing' effect in the game. Setting a timer or other device to fade out the opacity and destroy it when the opacity is 0 could create a nice drawn curved effect.

    I'm curious to see what kind of solution you come up with!