TheWyrm's Forum Posts

  • Is this after you export? If so try changing the texture settings when exporting.

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  • Hi guys,

    I was looking for a good way to create a fire effect and stumbled across this PLATFORMER: Snow Fire Rain. Those effects were all created using sprites and not the particle system, which felt like it was probably quite inefficient depending on how C2's particle system works. So I recreated fire purely out of particles.

    Fire Particle System Demo NOTE: Suitable for mobile apps

    Now I have created this effect with just a 10 rate for each particle system as I wanted it to be resource cheap. However, you could probably just up the rate if you wanted something that looked even better.

    I have attached the capx for anybody that wants to use it.

    P.S As a bonus I added the burning player effect too.

    Enjoy,

    TheWyrm

    Edit: Added Somebody's Fire effect with my frost modifications on right click.

    Edit2: Added fire with smoke effect on middle click.

    Fire & Ice Sprite Demo NOTE: Suitable for computer

  • Liking what you've done. The unit selection and movement is great.

  • Hey,

    So I'm having a problem with resuming animations after they have been paused.

    Basically on startup I pause animation playback for each spriter object instance. Each spriter object instance follows the position of a sprite/physics object with a matching value stored in an instance variable. When the sprite/physics object collides with the floor I resume playback. However, this does not happen. I've also tried to play the animation again but it also doesn't play.

    If I remove the pause and just tell it to play an animation on the collision it works fine. Which tells me I have set up my actions correctly. However, this means the initial animation plays and then the next animation plays on the collision. Whereas I want the initial animation to play on the collision and then when that animation is completed it plays the next. So I'm not getting the desired affect.

    I've also tried to use play current animation to 0 instead of pause. Then on collision I've tried to set the animation from the start or from current position, but this seems to play the animation backwards and doesn't fire an animation complete event.

    I'm using plugin release 12/30/2014

    Any ideas?

    EDIT: After some jiggery pokery if I pause and on collision I resume and play the 'walk' animation. My events detect if the walk animation is being played and so the robot goes into a patrol state. So the robot starts sliding around on floor, which means it is playing walk, but visually the robot is not. Which suggests it has switched animation, but is not resuming playback.

  • Hi guys,

    I would quite like to follow fellow C2 developers on facebook and see how others are pushing the bounds of C2. So like http://www.facebook.com/thewyrm and post your group here so I can like you back.

    Cheers

    TheWyrm

  • Sounds cool. Thanks for the update.

  • someone Yeah, things are a little raw. Like I don't like the fact you cant hide some bones and their children. It makes overlapping bones in things like characters at a side perspectives very tricky to work with. The scroll bar is also FAR too sensitive. Every time I use it I just loose my place in the world.

  • Somebody The best way I can describe animating in spriter is it's like making paper people with pins at the joint.

    i.e.

    So make all the parts, reconstruct the parts in spriter, then add bones. It didn't take me too long to figure it out, but I'm still learning the best ways to hide joints and how to setup the bones for the greatest range of movement. So I can recommend Spriter, although I do feel it is a bit rough around the edges.

    Spine also looks cool but they have not built a C2 plugin yet -> http://esotericsoftware.com/

  • It looks like bad news for you ->

  • Somebody I used Spriter for the sentry robot and zombie, but used photoshop for the wyrm and flying drone as their animation states did not require bones. Spriter actually has an export to gif feature which is pretty cool. You loose a lot of quality when converting them, so they look much better in game.

  • Added the following animation concepts as gifs to the media section.

  • Looks like a fun little game. It reminds me of a real-time version of worms. keep up the good work!

  • Depends when it was lost. If it's fine when it's exported from C2 you can open the offending file in something Like notepad++, set it to the right UTF characters and then save it before continuing onto the next step.

  • I don't agree with the optimistic view on people pirating games and then paying for it anyway. If you ask a bunch of them they will say they buy the game or pay for IAP, because they know what they are doing is wrong. Also lets say they do, I bet it's once a blue moon. In fact the stats show this to be the case. That's a hell of a lot of people deeming the game's cost is unfair.

    It's bit like me walking into a store, taking a product and then after I may or may not pay for it depending on if I think it's a fair price.

    I do agree though, there will always be piracy. All you can do is plug the holes up you can as and when they find them. Ultimately mollaq 's issue is a problem with apple, and yes they can spoof with any product id.

  • Looks good. I like the skeleton especially.

    A few bits of feedback.

    -The blob attack could be improved as right now it looks like an excited puppy jumping up and down. You could make it form spikes as it jumps, or perhaps turn it into a ball an get it to strike faster.

    -I would change the position the flying eye attacks, as right now it looks like the hero is getting head.

    -Your fade animations need a bit of tinkering as the all the parts are clearly seen individually. This is because when you overlap two transparent textures that point is not as transparent. The easiest way to fix it is by swapping out the animation on the final frame with one sprite, then fade that.

    Good work though! Keep it up!