Torpedo's Forum Posts

  • More than the art or style itself its important to match every element with the same art style.

    You should just pick the one your most comfortable with and stick.

    Pixel art helps by narrowing the options (less colors solid edges etc. but you must build from zero to get it right. Avoid filters it shows (in a bad way).

    I would Pick the first image/style as defined by the main protagonist. A Solid color and "fury" details to represent shape. Apply it to everything. The danger poster, The graffiti letters, The blood blobs on the ground don't match.

    The health bars don't match to but if you match it with all the GUI elements it might work do.

    I do like the main protagonist art, I would be disapointed if she can´t do something with her boots.

  • Thank you LittleStain

    The capx is a makeshift version of my game (its actually my first prototype following a question you answered that initiated the process, thanks)

    I´m usimg a ghost image so I don´t mess with the actual Car since most of my events point to it. Destroying it or creating other instances of it would mess the rest.

    That's why I can´t follow up on the original capx as it creates a new Mario instance and keeps the former as ghosts.

    I need to record a ghost for each lap the player starts and store it. I sense the trick must be around the creation of the ghost instances and managing the recording and playback without interfering with each other.

  • Looking Good

    My 2cents:

    From the video I have some trouble distinguishing the players, maybe while playing on a screen this is not a problem, but maybe it hinders video watching.

    Have you tried running the game in grey color? Put a solid black layer on top and add the Saturation effect, it helps to see what pops up and what is lost in the background.

    On your page it toke a half a minute to load the background image animation. I´v a crappy connection but even do you might be losing some page views.

  • 24h Bump

    Still Strugling with this. Any thoughts welcome.

  • Maybe this will do. There´s a capx there.

  • Ghost lap. I need to show a ghost car, representing the players last lap. I´ve butchered a capx made by R0J0hound shared on this thread:

    replay-like-meatboy_p639426?#p639426

    And my capx https://dl.dropboxusercontent.com/u/967 ... Ghost.capx

    Car moves to mouse clik.

    The car movement is recorded on a ghost image pined to the players car. It starts recording after it passes the green gate and stops after crossing the orange gate. Stop the car in between gates after completing one lap to watch the effect.

    That's the best i could manage. I need to extend it so i can:

    Store the "ghos lap" so it can be re-used.

    Control when the "ghost lap" playback starts (it should only starts when the player initiates a new lap or at a press of a key)

  • I´m guessing you need to use Families.

    You can put all your movable objects in a Family then wright your events referencing only the Family, the events will apply to the picked object during runtime.

  • Thanks. That's the trick.

  • The effect "Set Color" gives a different color than expected, mush lighter. The image editor outputs the correct RGB colors (matching external programs, i.e. photoshop).

    But using Set Color RGB values must be lower 30/50% to get a similar color. Is there some hidden feature i´m not getting?

  • I can draw a "solid color" sprite for each surface and put it on top of the track (set to invisible). That would be ideal assuming construct will discard the transparent pixels in the sprite. I thought it could only use the collision polygon.

    Are you saying it can?

    EDIT

    Just tested and No. It only detects the collision polygon.

    So the best way seems to be; import the track segments and hand draw the collision polygon for each.

    PS: Multiple collision polygons per sprite (like adding image points) would be a nice feature. Even better if the collision mask could be drawn with a "block" brush (4x4, 8x8, ...)

    EDIT2:

    And its nagging me that i shouldnt go over 8 collision points per sprite, bummer.

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  • Best design practice.

    I need to set different surface types for a track. So i can check if spriteCar is overlapping Tarmac/ Dirt/ out of track etc

    Best way to make it? Do i have to:

    a. Have an invisible tilemap and paint it over the track for each type of surface?

    b. Divide the track by segments and draw each collision polygon individually?

    Or is there another way?

  • Getting the shadows as individual sprites and then arrange the scene in the editor.

    Shadows would be static as there wouldn't be any interaction with moving objects. Your (fish?) character would be either under or on top, but for a a minimalist look maybe that would do

  • Thanks jobel,

    MEMusage 266.38

    oh! ment 2048px parts, there are 29parts for the track:)

    Most of the pieces get much smaller after cropping the transparent part

    No background yet. Will probably resort to some tiledBakground, but I´lll need to add some more features around the track to make the transition. I will reuse heavly the "decorative" sprites, Trees and other features, but the tracks are suposed to emulate the real ones.

  • I made my image canvas 18432px x 12288px (multiple of 2048, 9x6) then sliced it in 2048 parts, and drag it on to Construct.

    The image is in total a 12.5mb (PNG8), the memory use is at an healthy 16mb and the export project is 90mb.

    Is this the correct way of using big images?

    Is there some kind of batch upload to get the slices in construct and in place all in one go?

    I´will need to "build" the Track with the different terrain types like Tarmac/ Gravel/ Dirt and so on. Making it a pain to seem it all together, and also prone to errors (see side note)

    Side note:

    The Construct editor Zoom/ Pan bidings made it a pain to seem all the slices.

    After some fiddling I manage to find a select all sprites in layer, trhu the Zorder (you can pick the layer in the Z order tab and it will select all the objects on that layer). Maybe there are other ways but the Zorder tab was the only one where i could pick more than one instance (outside de Layout window).

  • ok. got it going using the clockwise angle comparison. capx:

    https://db.tt/ieYDOtmV

    Now I need to get braking and tune steering on the fly accordingly so it behaves more realisticalish