TELLES0808's Forum Posts

  • You can, by checking if the player is not pressing any directional key, and them, check for a time elapsed, like 2 or 3 seconds, or an animation finished.

  • I did the same on Equilibrium. If you want play with transitions, you'll need to deal with situations like this.

    I did it by my own way, doing triggers, where it play the first transition and then check a variable ON, this variable can only occur while the object is doing the while or after transition pose, if it change the pose, that trigger switch OFF, so, I advanced it by using a instance variable, where I did the name of the action, followed by what part of it the animation is, like "jump - being", so, the object will crouch a little bit and then jump, and the player can't avoid the jump.

    What you have to do with your flying poses, for example, is a animation called by "being flying", then, when it finish, go to the flying animations, check the "flying being" instance variable as checked, so, when you turn the direction or anything else, it will not reproduce that animation again.

    Also, I suggest you to make a debug of all your player variables on the screen, do it on a different code page, then import it, and on the start of this page, make the follow code:

    Is on Preview;

    Make it update every thick

    Write your debug on a text box;

    I hope this helped you a little bit! =]

  • Hello,

    As part of my learning, I was wondering to make complex machines like this one, to be a boss:

    [tube]http://www.youtube.com/watch?v=xUO8C-lGBSE[/tube]

    But first, I would like know if it's perfectly possible to be made using the C2 engine (the sample above was made on C1)

    Thank you!

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  • Any news?

  • To crop, you can use any tool who support transparent background and save in PNG 8bit or better.

    When you crop, for example, the standing pose, import it to C2 and tell the software how much tiles it have, or better, how much columns and lines.

    Edited:

    I saw by the first time someone using the template, and he was doing a nice job. Confer at the youtube below!

    http://globalgamejam.org/2013/hot-rabbit-lover

    [TUBE]http://www.youtube.com/watch?v=F2C_TSY6BAI[/TUBE]

    [TUBE]http://www.youtube.com/watch?v=hwnsi5LHu0g[/TUBE]

    Also,

    I think my videos can help someone else, who is trying to reproduce the movements for the templates, etc. Watch close, and you'll be able to see how I did, but you'll need to find your own way to reproduce it.

    Thank you for all support of the buyers, your help is indispensable!

    The template is now commercial, so, I can't help with the code itself, sandBOX is heavily based on the templates.

    All what I can say is that it's possible to do anything without any plugin, by using events inside C2.

    You can, also, watch some videos, I think one of them have a fast screen of my code.

    [tube]http://www.youtube.com/watch?v=quFDfT8WMSM[/tube]

    [tube]http://www.youtube.com/watch?v=pJFQftlOdH0[/tube]

    [tube]http://www.youtube.com/watch?v=6R5rkg9iCcc[/tube]

  • I did a video on youtube where I show the code and the canvas, you can start by watching that video.

  • delgado

    his mini map will be easy to make, but can decrease the performance of your game in some situations, also, it don't use plugins.

    It's simple, you can make an array of your screen, placing invisible tiles on the screen, at the foreground (the top layer, that with parallax 0,0), then, check if any tile if overlapping any family.

    Then, replicate it as a chest board on the corner of your screen, like you did.

    This is not the best way, but I'm sure you can work with it.

    I'm currently working with a different version, where I place on the corner of my screen a reduced version of my canvas (it's hard, because you'll need to printscreen, make the puzzle, and then reduce it). After if, I do the player position on the minimap by checking his position on the screen and using a correlation.

    Right now I'm improving it to zoom the map and cut the edges to make sure the minimap viewed is inside the minimap area (everything bigger than the minimap area will be made invisible using webGL effect), because the minimap is larger than his area on the screen.

  • delgado,

    I'll wait another person to answer you. If nobody answer you, I can share my alternative system, using a grid on the map and doing a simplified minimap.

  • Hello,

    I would like suggest a new resource to help us implement objects on the canvas.

    At the first instance it could be a "check/uncheck" button and two fields where you fill the power of division on the screen, matching any new object placement (while active) inside the grid.

    On the second instance, it could have alignment options, so, you'll have the opportunity of align objects on the edge of each tile of the grid.

    Or, anyone know news about new features what will make something like it? like a tile system?

  • danielshunter

    You're in trouble if you think people will enjoy work for free doing original characters in many poses as necessary for at least an indie game.

    First, you need to be clear, how the earn will be shared?

    Second, if you're thinking in don't share the earns, how you'll pay the artist?

    Third, if you're looking for some backgrounds, random characters, but not exclusive ones, give a chance to sites like graphicriver.net or deviantart.com or CGHub.com, they are amazing places to meet artists and arts.

  • I know what you're talking about buddy.

    First of all, what type of exportation you're using? because you need to configure it on the post processing feature.

  • Murad96

    I have a character template to sell on Graphic River, and I did it by designing on adobe fireworks, as GIF image.

    My personal suggestion is follow the ladder of learning curve.

    The first thing to learn and try is the basic movements using templates, where you can buy on many sites, or get it for free searching on google, or on sites like deviantart.com, then, try to do simple animations to start practice, 4 frames per second is a good start. After it, drawn the intermediary animations, what we call by "transitions".

    You can check infinite number of tutorials of how to animate movements (specially when talking about anime and manga) on youtube.com.

    I personally like to think in efficient way of animate a 2D character when I do like the castle crashers did, drawing a modular character, so the arms and legs animate independent of the body and head.

    <img src="https://www.scirra.com/images/articles/multi_part_body_2.png" border="0">

    https://www.scirra.com/tutorials/355/making-character-composed-of-multiple-parts

  • shimo

    While developing my main game, where have a simple and old (dusted) sample on my signature, I has many problems dealing with DT.

    So, what I had as problem, with my full custom movement system, was the player going into walls, because the frame rate update can variable and the system check the collision on each frame update, but if your sprite is in the eminence of a collision, and the frame rate drop down fast, the sprite can jump a large space in a short time, and when the system check it up, the sprite will be inside a wall...

    After things like this, I started to use the platform behavior and work around all the other situations by attaching invisible sprites over the player, where I did custom movement system for each sprite, selecting them to be the main movement system as desired.

    Another situation where the DT make my brain burn was while doing a simple car race. I did all the rotation of the AI using the DT as a multiplier, like you did, and I got low frame rates while playing on my smartphone (because of the physics), so, the AI started to miss the direction and go through turns, was hilarious, but serious sufficient to force myself to abandon the DT system.

    Now, I just make it without DT and the system update right, but when the frame rate come down, the screen will show the AI doing a teleportation..

  • Really nice initiative.

    Thank you!