sqiddster's Forum Posts

  • It really is exactly the same.

    Whatever floats your boat ;)

  • I think manually assembling the level isn't that hard... there really isn't much need for per-pixel collisions.

    Seriously, considering how nice C2's interface is, it is really worth staying here. The developers actually care about the product, and there is a great community to boot.

  • This is what I do, and it is variable (so not just 2 heights of jump)

    Basically, if the player is jumping, and jump key is released, and yvector < 0, just divide yvector by some number (2 is a good start).

    This will give variable jump height.

  • A global variable should do it...

  • I would agree that a 'not equal' sign in the graphical format of the current cross would be better at the moment...

    Hmm. I wonder what new users think?

  • Yeah, they contacted me before they wrote it! It's a really nice review.

    The reviewer's Scirra website name is 'necromaster,'

    anyone could always PM him if there any other C2 games worthy of review, particularly as they are focusing on indie games in May.

  • I think he is more interested in the terrain generation... I think there are a few topics/examples on that somewhere...

  • Yann's Cubemaze is a great example!

    Play it here:

    scirra.com/arcade/addicting-rotary-games/483/cubemaze

  • I'm not sure about the line above... Remember C2 is supposed to appeal to a non-programmer audience as well. Surely people could get confused!

    And I think inverting would look a bit strange.

    But I agree that the cross is possibly not the BEST possible icon... Hmm...

  • I wish the undo function worked better in the image editor. If I forget to change the image resizing method to 'stretch' or something, I often have to re-import the entire sprite strip!

  • A little more detail would be nice.

    More than likely you are sing third party plugins or behaviors. These are not allowed in the arcade.

  • I wouldn't give the crate 8-direction behavior at all!

    Here is one idea:

    Surround the player with 4 (or 8, in the shape of an octagon for diagonals) invisible collision detectors. They should be very thin and 'border' the player.

    Then, you can simply check the crate for overlapping the individual detectors, and tell it to move away from it on overlapping.

    This should get you the required result.

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  • Wouldn't you recommend he use an array anyway considering the type of game?

    In terms of representing the grid, just multiply the x and y coordinates in the array by the width and height of the cells and set the object's positions according to this.

  • Yes, this really is what you should do when your objects are very similar.

    You could also implement separate animations instead of just frames.

  • Make them all frames of the same object?