TELLES0808's Forum Posts

  • I has this problem, workaround putting two objects with the same exactly look and feel, but one with the physic and another without, pin one to each other when you need to disable it or enable, and don't miss to setup the "set position to another object" too.

  • scirra.com/forum/beta-over_topic48910.html

    I think this is the 10 time I see this type of topic =(

  • or overlapping.

  • Hello Tom,

    The Game Update tool is bugged on the Instruction BOX, where you'll see all the new lines with a <BR />.

    If you post without clear these brackets, the description box will show <BR /><BR /> and will bug.

  • Updated: 2012/02/04 - A complete new code, very organized, bug free;

    Updated: 2012/02/05 - Fighting poses without weapons and flying kick;

    Updated: 2012/02/06 - Added Comments on the opensource code, added diagonal walls, added special treatment for an issue with "On Landed" and diagonal walls;

    Updated: 2012/02/08 - Added physics and solved the bug with a workaround using collision mask;

    Updated: 2012/02/09 - Added attacking masks;

    Updated: 2012/02/10 - Added climbing edges and improved all the detection system around the yellow boxes;

    Updated: 2012/02/15 - Added the pose for Carry Objects and polished some movements;

    Updated: 2012/02/22 - Added Climbing on Ceiling system;

    Next release: 4 new poses;

    Author note:

    I want to finish the basic poses as fast as possible, but it delayed because I did a complete new code, using fluxogram to help in logics and complex poses.

    What you're thinking about this pack? It's going well for you? Did you checked all the images inside the Player Gadget? There have many sprites made specially for this pack, and you can feel free to use it in your non-commercial projects with CC-Share alike! =D

  • Release R79.X

    I noticed the button to delete images points on Image Point menu still gray after I created two new points and deleted one of them.

    But, if you click on the X to delete, the button still working perfectly.

    I think it's only a miss to refresh the button sprite and can be easy fixed.

  • Two ways.

    * System > Every 5 seconds > save X and Y pos of player;

    or

    * Check point gadget > When player happen to interact in any way > save player X and Y pos;

    The first one, I strongly recommend you to check if the player is not jumping or falling ^^

    How to save the X and Y?

    Just make an invisible gadget and set his X and Y for the same of the Player.X and Player.Y pos. Only refresh it when another check point happen to be used.

  • Well, my avatar =)

    I was fishing in my farm here in MT - Brazil.

  • If you can design the animation between each slot (the scrolling animation), so, just make the "sprite" gadget with all the frames you need for each animation, like the first animation, you call it as Position 1 with a static animation of the first position, the second animation, Position 1 to 2, and make all the scrolling frames from the first to the second.

    There on the code, just make it:

    Event > Sprite is playing Position 1 > nothing inside the actions;

    Subevent >> Mouse click down > Set animation to "Position 1 to 2";

    If you separate every slot and make the transition scroll between each one I can setup it easy for you. As a game designer, you will not have trouble doing the animations, as you said.

  • You can setup different. Unlike to "Set Y", use the system to scroll down like you did before or use the behavior of 8 ways and check sprite position, when near, decelerate, then stop.

    I know, it's a bit hard to start, but you'll learn fast, because everything you need is there waiting to be used, unlike coding, where you need to know exactly what you're doing, C2 show you all the variables and possibilities, you just need to use them ^^

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  • Mina, I was looking for it these days and saw a very improved solution.

    The game designer did 4 semi transparent images, placed them covering all the screen, like slicing the screen in 4 parts. This images are all On Top, so, when you touch your screen, you're touching the buttons.

    Figuring out how to use the buttons:

    When Touch Screen for Right, simulate control for Right.

    The sitting animation need a complex mechanic behind it, so, I'll try to teach you the basic behind this logic. (My sandBOX is a good start to learn complex movements)

    Always you create something different from the "Standing" animation, where you player is not pressing any key, you'll need to setup variables to detect these different poses.

    Always you have two different poses for the same function, like stand sitting and stand up, you need to setup a variable (like >pose) to make the code know when your gadget is sitting or standing up.

    When sitting down, change >pose = "sitting", and make the standing up check if >pose = "standing", so, when different from standing, the code will meet the requisites and will not freeze your animation for sitting down.

    The same work when you release (or "not keyDown") the "down" key, setting >pose = "standing", and doing a conditional check for sitting, like the last one.

    So, you need a start, middle (in action) and finish for every pose you make. I concern you to use variables with "text" and show them on the screen, to see what is happening "in code".

    Good luck ^^

  • Do you have any .capx?

  • I'll try to teach you the easiest way.

    Make an invisible sprite, bigger than your object, call it as "detector". Use platform, bullet or 8 ways behaviors here. Setup the gravity for 0 if using platform, so, it will hover and not fall.

    Pin your object to your detector.

    When the detector is overlapping the Ground Families (I strong recommend you use Families with all your ground and wall objects inside), maintain his direction in line, like you want (8ways behavior is the best for it, but bullet can work like a charm too).

    The bigger your detector, high and far from walls your object will be.

  • it's very common in other game makers, they call it as tileset, where you'll have the corners, middle, bottom and top with different contents, when you paint the scenario with the selected tile, it'll detect the corners, the sides, the middle and will fill them with the right image.

    I think C2 is good with his simple system, because doing the tiled system of RPG Maker don't give you the freedom to create the scenario in Coreldraw and import it, for example.

    I prefer to manipulate mosaics outside the Game Maker software because revisions show be ease than edit them inside. But it's a personal preference.

    But, C2 really need improvements around the layers and Z ordering, or Our job will become hard to maintain, for example is when you edit a middle ground on a finished scenario, you can't select it if you place grass over it, so, in complex scenarios, select a smaller thing between 3 or 4 objects can hurt your mind.