vandal's Forum Posts

  • 13 posts
  • I've just checked the game out they have linked on their page

    http://www.warimals.com/play.html - Forced sign in with FB to play.

    TBH it's crap. The graphics are good but it doesn't feel very good, not as good as some created on C2 already and as you say, it's early days. BTW it was bought by Disney for reportedly $20 Million! If you do make a mega million $ deal, can I have some?

  • http://www.next-gen.biz/news/disney-acq ... ne-startup

    Disney have aquired a HMTL5 game creation engine from Finland. You boys should look into something like this for a means of generating money. Maybe there's another mega-company looking for something similar.

    GL with it.

  • A lot of mention about paying for C2 here. Have I missed something? Will it be payware or still free?

  • Totally understand and appreciate the work you put into this, for, as you said "the love of it". There's no reason why people can't finish their projects in 0.x is there? I have a feeling most would drop it anyway and move to C2.

    Any word of when the beta (pre-alpha?) will be released. I'm interested in having a look.

    Cheers again and good luck!

  • Thanks for that, appreciate it.

    I've had a word with Minor on here and he has a method of creating rocket smoke that bounces off sprites using ... sprites. Very clever way of doing it. I can't share the cap as it's not my work but if you ask him nice he might let you have a peek.

    Thanks again.

  • Hi, I've got a thruster game thingy which I'm creating. I've got the particles working with the ship as the smoke from the engine but atm the particles just go through the floor and walls and I can't find an option to makes them react to objects. Is this possible? If so, how do I go about it.

    Thanks for your time.

    JB

    While I'm here. Is there a way to check how much speed the sprite has in downward movement? I mean, if I don't thrust up, then gravity kicks in and the sprite starts to drop. So, how would I check what value the gravity is at when it touches the floor? I need to check it so that I can tell whether the ship hit the floor to hard. If they manage to gently land then don't kill 'em, too much downward motion and KABOOM!

    Thanks again.

  • Thanks for the help. I'll check out the hotspots.

    As for the background, I had planned to do that but not done it yet, I was just testing things out. Would that cause the issue? I'll do it today anyway and see if it helps.

    Thanks again.

    WORKED PERFECTLY! Once I'd set the hotspot the same on all images it works spot on now. Thanks.

  • lol ye, I did say it was hard to explain. Here's the link to the cap.

    There's nothing much in it apart from the sprite and one platform, I'm just learning things as I go.

    Thanks for taking the time to look at it.

    http://myfreefilehosting.com/f/1396263afe_0.04MB

    When you run it you'll notice he's "jerking" when he's supposed to be stood still. This is the sprite flipping through some animation images instead of just the IDLE image. Strangly sometimes he does stand still but not often. I just don't get it.

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  • Hi.

    I've got a problem with the animator.

    I've set an IDLE and WALKING animation and at the start the sprite is stood still as it should be. However when I then run left or right and let go of the key instead of just standing still again, it looks like it's flipping through a few of the animations. So it'll show the stood still image then a couple of random running images. If I have only one frame for both standing and running, when I let go of the keys it flips between the two images.

    Hard to explain but I hope you understand me

    I've set the sprite up as a PLATFORM behaviour.

  • Poifect. Worked a treat.

    Thanks.

  • Hi,

    I want to set a one shot particle that activates on an event. However I can't find a way to do it. Is there a way to set a one shot that will fire this way?

    Thanks.

  • Thanks a lot

  • Hi, just learning how to use Scirra and wanted to create a simple, top-down racing game. 4 cars on a track. The thing is, I have no idea how to keep the none player cars on the track. I've though about the path tool but that would make them to rigid in their movement (I think, unless I've missed something). Is there a way to get cars to follow a track but be free(ish) in how they move. I know I'm looking at AI here but I was hoping there's something in Scirra to cover it.

    Thanks for any help.

    JB.

  • 13 posts