studiogami's Forum Posts

  • I am an self funded artist/designer and have a project that I would like to work with a strong C2 programmer on.

    This is a paid position and would involve having a solid understanding of C2 functionality on a puzzle based game and be comfortable following a design document that outlines features and functionality.

    Payment options are open to discussion but I prefer 50% on start and 50% upon completion with a signed NDA(provided) upfront.

    Email + Skype (or other IM service) is also required to communicate feedback and progress updates.

    Pluses but not required: Experience with in game shop functionality and implementation.

    Lastly, someone professional yet funny and that is open and willing to take constructive feedback on their work. I hope to find someone to establish a long term working relationship with (but not a wife-that job is already filled :)

    Thank you to everyone who has taken the time to read my rambling on this post and for those whom I look forward to meeting!

  • Bump

  • Howdy,

    I searched around but didn't see any solid answers for my project.

    I am going to tackle a pinball game and getting the right look and feel to the game-play is what I am considering the biggest challenge. Would a bullet behavior be the way to go or is physics a better route?

    My worry with physics is the resource requirements, especially if things start happening fast.

    I am in the early planning stages and wanted to get any advice or perspective from people who have attempted or read about a similar project.

    Thanks!

  • Thanks Keepee! I was away and will check out your cap today! Thanks again!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • This is just a guess but you could create a transparent shape for each half of the screen to register the inputs. This wouldn't prevent someone from reaching across the "line" to the other side but it's a start.

  • Trying to find an efficient way to have the user enter a date to a text object in 00/00/00 format and have that be a variable that I can work with to add or subtract from to show a new date in 00/00/00 format.

    I remember a long time ago reading about this process and that it would involve (I can't recall the process) but parsing? or something where it would read the date as a single variable chain? I'm not a programmer so I may be speaking gibberish and using invalid terms so I apologize :)

    Patience appreciated <img src="smileys/smiley12.gif" border="0" align="middle" />

  • It's well organized but I would challenge you to read the section on "Families" as that could save you time in the future with the amount of stuff you had to set up.

  • Thank you very much for the reply Ashley! I was getting worried with all the views and no response :)

  • As a newer user, I have been toying with the PhoneGap online build mode where using the information about doing the export, zipping and uploading to get my different builds for deployment. But I can't help but wonder if there is a benefit (for a newbie user) to trying the other route of downloading the PhoneGap software, installing Eclipse etc. If the two are generally equal in terms of performance my app will have out the door then I'm ok with that answer. I can imagine the 2nd option allows for a greater level of optimization but for a newer user I am not sure how difficult that would be without advanced knowledge of (something else). So in a nutshell, am I losing out on "performance" aka fps in my app build because I am going the online build route versus the other option. Any and all input is appreciated!!!

  • In the properties for animation at the top left when you are in edit mode you can set it to Loop.

  • ROFL on the last animation!

  • Mmmm that's a good idea!

  • Pilot in a plane, when plane falls below certain height on the screen, pilot bails out.

  • I think I have a work around, and a logical one at that. If I have both object's pinned, both having physics is pointless. So I removed physics from sprite2 and on sprite2 I just used Set position to sprite1.x and sprite1.y. Now I just have to find a way to trigger physics onto sprite2y when needed.

    I created a group called together and set it active on start.

    Pinned one sprite to the other and when they collide with trigger, group is disabled and reaction occurs.

  • Here's a doooosey,

    Is it possible to have two sprites with physics behaviors and bounding box collision pinned to each other. I did a simple test with two squares, added pin behavior and physics behaviors. Then did

    System-On start of layout->Sprite1 Pin pin to Sprite2.

    When I launch the preview, they both for a split second are together then bounce apart next to each other then fall at the same rate to the floor.

    My mind is guessing to some how put in a condition where either the physics or the collision is disabled and then triggered on when needed but I could use a point in the correct direction on on just getting them to stick together lol.

    I tried to check the Pin section of the manual but it was a little bare :)