UberLou's Forum Posts

  • BluePhaze I think we hijacked this thread enough..haha. Email me lou at stealthfrogstudios.com. If you have an example file i could fix up that would make it much faster.

  • BluePhaze no oddness at all. The invisible sprite can be any size you want. I just spawn the sprite and Spriter object, set the Spriter object to the position I need it over the invisible sprite, then pin the Spriter object to the sprite. I do this when I'm not using Spriter too, it's just an easier way to control the collision box for me.

  • BluePhaze I just pin the Spriter object to an invisible sprite that serves as the collision box. I put the platform behavior, variables, etc on that invisible sprite too. I believe that's the the standard way to do it, and it's very precise.

  • BluePhaze Yup, im using .scml files. I haven't needed to see the asset in the layout view. I know the size of the character from photoshop. What problems are you having, maybe I can help.

  • <img src="http://i.imgur.com/kY6IQsG.jpg" border="0">

    I used Construct 2 to prototype a mobile game for my 2 year old daughter. Developing it in Construct helped me to prove out a simple concept of it in about 2 days and convince a programmer to take on the project. The finished product was created in Unity mainly because I wanted to use 3D assets but you can see on the following screenshot, the final version stayed pretty close to the initial concept.

    <img src="https://dl.dropboxusercontent.com/u/95028662/constructtounity.jpg" border="0">

    Here�s the prototype and the capx if anyone�s interested in checking it out.   

    Theres some code in the capx that might be useful, like a brute force way to scale the game to fit different resolutions, using a loop for a debug menu and fading from one screen to the next.

    The game itself is pretty simple. Since it's made for toddlers, my main design goal was to be able to tap almost anywhere on the screen and something will happen.

    Here's the trailer for the game

    If you want to demo it, the free versions let you play around with one environment and locks the others. There are no ads or anything in it.

    App Store

    Google Play

    Thanks for checking it out!

  • Here's a little teaser for my prototype Metroidvania game:

    <img src="http://www.louisferina.com/games/Mscreen01.jpg" border="0">

    <img src="http://www.louisferina.com/games/Mscreen02.jpg" border="0">

    I've cropped the images to hide the temp UI art, debug text and other ugly things but it runs at 720p resolution. I'm also using lucid 's awesome Spriter for the animations so they're really smooth. Soon I'll be posting updates under my twitter account Stealth Frog Studios if you're interested in following.

  • I requested this update to the shake action http://www.scirra.com/forum/suggestion-shake-action-update_topic69324.html but haven't heard any response. I'd be interested in using it if it had that functionality.

  • Link to .capx file (required!):

        http://www.louisferina.com/test.capx

    Steps to reproduce:

    1. Run Layout 03f

    2. Press the right arrow key to move until you are blocked by the wall

    3. Sometimes the player stops at the wall correctly. If this happens, press the left arrow to move away, then right arrow again to move back.

    Observed result:

    The player goes to an air then floor state repeatedly. The debug text in the third column will change depending on if the player is in the air or on the floor.

    Expected result:

    The player stops at the wall and doesn't go into an air state.

    Browsers affected:

    Chrome: yes

    Firefox: untested

    Internet Explorer: untested

    Operating system & service pack:

    Windows 7 SP1

    Construct 2 version:

    135

  • Great news! Can't wait for reimporting and CocoonJS.

  • I'd like to suggest an update to the Scroll To behavior and its Shake action. I have a camera object with Scroll To. When I want the screen to shake, I just trigger Shake on it. This works well but there is a problem triggering 2 shake events close to each other. For example, I have a subtle screen shake while shooting, a monster comes in and slams the ground causing a big shake. The big shake never occurs because the shooting shake action overwrites it. Two options would help.

    1) Shake Chooser - Always pick the larger Shake value. Triggering a shake of 10 would not overwrite a shake of 40, unless the 40 value has reduced below 10 if the Reducing magnitude option is on.

    2) Additive Shake - If there's already a shake occurring, add the value and continue shaking.

    Option 1 would probably be the most useful of the two.

    Thanks

  • Thanks for the updates Lucid. For anyone interested, Here is a workaround to reimport Spriter files. It's still a little painful, but not as bad as recreating everything.

    1. Delete the scml file

    2. Delete the on initialized events

    3. Drag in the new scml file

    4. Select all events referring to the old Spriter object, right click and replace object with the new one. Repeat for the actions.

    5. Delete all of the old Spriter assets.

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  • I'm in the same boat jayderyu. I can't use Spriter for production until we can reimport files. Is there a timeframe as to when that might be available?

  • Another bug:

    I set an animation to Spawn using the workaround posted above and also set the Spawn animation to only play once. I then have an event "On animation Spawn finished" - "Set animation to Idle" and play from start. This just freezes at the last Spawn animation frame and doesn't ever get to the Idle animation.

    I did some testing, and I was able to press the a key to switch to the Idle animation. It seems like the "animation finished" event doesn't fire.

  • lucid - Just wanted to post a bug and workaround. I'm not able to set an animation with the "on initialized" or "on created" events. However using "on created" with "Wait 0.001" seconds then setting the animation worked.

    I'm sure it's a long shot, but I'll just cast a vote for "Something Else" and hope for static 3D objects similar to Construct Classic. I loved making 3D levels with 2D characters.