TELLES0808's Forum Posts

  • As part of Equilibrium, I'm testing my skills with car games and this is the first try ^^

    <center></center>

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  • Awesome bundle, thank to Scirra and hope everybody here get their chance to win!

  • Be more specific, start asking why the planet has gravity will provide you with very broad thesis.

    If you know how to do, you can make everything for 2D games in C2.

  • Hello Tom,

    I was trying to post a link on a tutorial comment and it returned an HTML string half finished.

    How I reproduced:

    You can try out to see with your own eyes.

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

    After many tries to repair that given code (by editing the comment) I found a way to reproduce the link, simple putting a "<" on the begin of the address. So, I believe it's missing in the comments code, because then it bug, it return something like this:

    a href="https://dl.dropbox.com/u/47035927/Samples/Practice/practice.capx" rel="nofollow">https://dl.dropbox.com/u/47035927/Samples/Practice/practice.capx
  • Though it's possible to spoof it, something that would be useful for static objects like tilesets, would be a sprite-like object without animation. So instead of an animation properties box, you had an image preview and buttons to scroll the usable tiles.

    <img src="http://www.johnnysix.net/games/tileset.png" border="0" />

    Something like this would be pretty awesome for workflow, as a quick preview and quick switching would be a lot quicker than changing frames.

    You can just make an object with many frames and change the initial frame on the canvas, it update the image to the currently frame.

  • > Well, I never tried, but I think doing a matrix (array) is the best way.

    >

    > A time ago I did a grid system on my canvas, this example may help you to position your sprites on the canvas and change their position while changing the weapon.

    >

    > First, you need to have an idea of how bigger will the the selection menu area. For example we will have a layout for this menu with the size of 100x100 pixels, this place is where our sprites will rotate around.

    >

    > Then, grid it. Your sample have a grid of 4 slots on the horizontal and 5 on the vertical, so, each slot size is: 25x20 pixels;

    >

    > Make your grid with math. You can construct on the begin of the screen and manipulate it later.

    >

    > For the first 4 items:

    > >> On layout start:

    > >> item.ID < 3 (because id 0 is the first):

    >

    > >> >> create item.ID on Layer 0;

    > . >> X = item.ID*LayoutWidth/4-LayoutWidth/2;

    > . >> Y = item.ID*LayoutHeight/5-LayoutHeight/2.5;

    >

    > This code will place the first 4 items on the first line of your layout (layout here means the menu area).

    >

    > Well, you can make it with infinite ways, this is the first way I may try (or doing animation sprites and calling the frames one by one, where the frame number coincide with the item slot on the item list of your sample ^^)

    I have a question about item.ID where ID starts, i was almost confused, i'm not sure you mean IID, UID or just instance variable?

    Anyways, i made a .capx which is buggy, maybe you can check to correct it, you can press by right or left arrow... thanks! :)

    http://dl.dropbox.com/u/76227787/MetalGearItemMenuUnresolved.capx

    I-m at work now, but that ID is an instance variable. You can set unique instance variables as IDs when creating any object by this way:

    GlobalID = 0;

    Any event trigger:

    >> Create object on X,Y;

    >> Set object.ID to GlobalID;

    >> Set GlobalID = GlobalID + 1;

  • Well, I never tried, but I think doing a matrix (array) is the best way.

    A time ago I did a grid system on my canvas, this example may help you to position your sprites on the canvas and change their position while changing the weapon.

    First, you need to have an idea of how bigger will the the selection menu area. For example we will have a layout for this menu with the size of 100x100 pixels, this place is where our sprites will rotate around.

    Then, grid it. Your sample have a grid of 4 slots on the horizontal and 5 on the vertical, so, each slot size is: 25x20 pixels;

    Make your grid with math. You can construct on the begin of the screen and manipulate it later.

    For the first 4 items:

    On layout start:

    item.ID < 3 (because id 0 is the first):

    >> create item.ID on Layer 0;

    . >> X = item.ID*LayoutWidth/4-LayoutWidth/2;

    . >> Y = item.ID*LayoutHeight/5-LayoutHeight/2.5;

    This code will place the first 4 items on the first line of your layout (layout here means the menu area).

    Well, you can make it with infinite ways, this is the first way I may try (or doing animation sprites and calling the frames one by one, where the frame number coincide with the item slot on the item list of your sample ^^)

  • Not complex, complete form =]

  • One of the best ever made graphic tool for pixel artists is here, to help you!

    <center>[tube]http://www.youtube.com/watch?v=2MfuciyKZk4[/tube]</center>

    <center>[tube]http://www.youtube.com/watch?v=wYowgVn5_8w&hd=1[/tube]</center>

  • Nevermore!

    <center>[tube]http://www.youtube.com/watch?v=GWMwBCLEcoM[/tube]</center>

  • TELLES0808: Not sure what you mean by that, modulo division isn't really suitable in this case. Taking the absolute value works fine.

    Ashley: I understand your reasoning, I'm just worried that behaviors, plugins, even collision detection that rely on Sprite.Width/Sprite.Height might suddenly exhibit erratic behavior if the Width/Height could return negative values.

    This bug that I just found concerning mirroring/scaling might be related:

    Mirroring Scaled Images fails

    Do you think I should just create separate animations for mirror/flipped images instead of using mirror/flip?

    Absolute, that`s the word ^^ mod is how we call it in my language

  • Its a good concept. Just remember, there's a fine line between copying another concept, and further enrich/develop it, or make it your own.

    Good luck with your project :)

    That's true, and that's why I shown the video here, because the idea is not originally mine!

    Did you played that game? ^^

  • Without a CAPX I'm not able to help you with a sample file, because draw these things are too much tie expensive =

    Well, it's very easy.

    When player is overlapping ladder, set instance variable "Ladder" to yes and check if this variable is NO for all the common controls, making only the up/down commands work when in purpose.

    Also, you'll need to make various checks to make sure it will be smoothly like you want.

    and don't forget to make the collision polygon are of the stair to be one 1 or 2 pixels of width and aligned on the center, with the height being on the bottom and going to the top.