SullyTheStrange's Forum Posts

  • Are there any good examples of this anywhere? I've been trying my hand at it, and it's... decent, but I can't get it to look quite right. Some kind of tutorial from a master animator would be a miracle right about now. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • You won't get sued for having a free game up with their assets, but most companies today will issue a cease and desist if it's big enough to catch their attention. If you still won't take it down, well, then they might take legal action.

    In other words, if your goal is to have your game out there for everyone to play, it's probably not worth it.

  • Ha, awesome. Chrome is my browser of choice, but with the lack of hardware acceleration I had to keep switching over to Firefox for previewing. Glad to see I won't have to anymore. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • It isn't possible to change behaviors like that right now, but there's some workarounds to accomplish the same effect. One thing you can do is to not use the 8 directional movement at all, but to recreate that movement USING the platform behavior; set gravity to 0 so your character won't fall, and then have swimming-specific events that make you move in every direction upon key presses as if you were using 8direction.

    Another thing you can do is make the player invisible and spawn a new player, one that looks like the same but uses 8direction instead of platform. Then when you jump out of the water, destroy the water-player and make the normal platform player visible again.

    Neither one is ideal, but there may not be any other way to get it done. If you're still not clear on how to do it I could try to make an example for you. Hope this helps!

  • You can have the physics_enemy also have a health variable, so when it's created, set physics_enemy.health = enemy.health, and then when you recreate the enemy, set enemy.health = physics_enemy.health.

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  • You can do something simple like this:

    Sprite - On collision with (something)

    Set vector X - Sprite.Platform.VectorX * -1

    Or vector Y instead of you want the bounce to be vertical. This takes the platform object's horizontal speed (or vertical if Y) and sets it to the opposite direction, which is essentially what bouncing is!

  • Alright, thanks a bunch for clearing that up -- and for the opacity tip!

  • So I was testing something out with transparencies for an effect I was going to use in another game, when I discovered this. Having one transparent square over the screen results in a barely noticeable performance hit, still being plenty playable, but if you put TWO transparent squares, the framerate drops like crazy.

    db.tt/61FvHuSV

    Here's what I'm talking about. I couldn't reproduce it with a barebones project, so I'm guessing it only affects bigger games -- though mine isn't even that big right now! The two transparent objects, one white and one black, are on the "Fade" layer at the top. You can "disable" them by setting the opacity to 0.

    You'll notice that with both disabled, the game runs at a smooth 60-63 FPS (as indicated by the little text thingy). With one enabled, it drops to 50-60, but it doesn't disrupt the game much at all. With both enabled... it SAYS it's going about 40 FPS, but it feels more like 15-20. That's not good enough to play with, not even close.

    So, I guess my real question here is, is this just a limitation of the current speed of HTML5? Will this eventually go away, or should I just avoid using this for effects till the end of time?

  • I guess I always found out via Facebook/these forums before C2 has a chance to tell me, then. I don't think I've ever seen the update notification before. <img src="smileys/smiley17.gif" border="0" align="middle" /> Sorry bout that!

  • It might be a problem with the way your events are telling it to play. If you post your capx, we could take a look and find out for sure.

  • The main reason I'd support this is because it sometimes takes me a while to notice there's a new release out. If I don't happen to see the Facebook post or anyone talking about it here, I'd never know!

  • Actually... it seems like the new release for Construct has built-in features to handle this very thing. That's probably worth looking into. <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Instead of hardcoding the coordinates, you should use the System expressions WindowWidth, WindowHeight, scrollx, and scrolly. Scrollx and scrolly give you the the x and y of the camera(so the position scrollx,scrolly is the center of the screen). WindowWidth/Height are self-explanatory.

    So, if you want the right edge of the screen, you'd say scrollx+WindowWidth/2... which is,the center of the screen, plus half the width of the screen. Same for the left edge except a - instead of a +, and same principles work for the top/bottom edge as well. Using these instead of specific numbers should line up everything no matter how big the screen is. <img src="smileys/smiley1.gif" border="0" align="middle" />

    NOTE: Of course, I could be wrong. But in my limited use of these expressions, it's work out for me just fine. <img src="smileys/smiley17.gif" border="0" align="middle" /> Someone smarter can correct me if I'm wrong!

  • Three completely different objects rather than three instances of one object?

    What xeed said will work for the latter, but for the former you'll have to wait for a new feature called "families" that's going to be implemented soon. That'll allow you to group a bunch of objects under one label and affect all of them at the same time.

  • Here's a couple topics to help flesh out the list a bit more, hope it helps!

    Category -- Behavior specific questions:

    Sub-category -- Platform behavior:

    Character not running smoothly - LINK

    Jumping into and destroying blocks - LINK

    Category -- Text (or General Questions if you don't want to make a new category <img src="smileys/smiley17.gif" border="0" align="middle">):

    "Typewriter" text effect - LINK

    Category -- General Questions:

    Gradually change size and fade a sprite - LINK