VictoryX's Forum Posts

  • Yes the graph paper will be used primarily for tile maps. It will also be super helpful in spacing the animation frames so when I get them into Photoshop I don't have to fudge with them as much as I do now, getting them aligned for a sprite sheet.

    Side note if anyone is bored and wants to contribute some art you are more than welcome. Blue ball point pen on plan white paper. I say this because I will literally have to hand draw every frame of every animation for every enemy. So it is going to be quite the endeavor.

  • Thanks, I got all the art swapped out now for the in class ball point pen doodle kinda style I'm going for. I need to pick up some graph paper so I can do better hand drawn tile maps. My process right now is basically draw on printer paper, scan it in, get rid of the white background, and line everything up in Photoshop. What I like about it, is I can add any enemy I want just as a persons doodle. I may even have some friends try and draw up some stuff.

    If you are still seeing dark black pixel line art you may need to clear your image cache for the art to update properly.

  • Re-did all the art for the hero character. I like this pen drawing look better than the sharper pixel I had before. Hoping to get all the art I have in the game so far transferred over to this new art style. Also introduced the "creator" basically it is a disembodied hand that creates everything in the drawn world.

  • This is pretty dang fun! I really enjoyed this little game. Great job so far.

  • Something I am tinkering with since I am more of a programmer than artist I thought minimal art design might be cool. So I went with this kinda hand drawn pixel style. The animations were done by tracing over sprite sheets with a 1 pixel brush. Let me know what you think. This is still in the early stages, but I like it so far.

    CONTROLS

    Keyboard

    Arrow Keys-Move/Jump

    Spacebar-Shoot

    360 Gamepad

    Directional-Move

    A-Jump

    X-Shoot

    GAME

    http://translator-piers-21582.bitballoon.com/

    SCREENSHOTS

  • Use a particle system? The particle being a section of your sprite, aim it down. Take out any speed randomization and set the cone angle to 0 so it comes down in a single strip.

    https://dl.dropboxusercontent.com/u/729 ... rFall.capx

  • This may or may not be what you are looking for. There may even be a better way of doing it using Functions. https://dl.dropboxusercontent.com/u/729 ... ombos.capx

    [V] Punch

    [C] Kick

    [V]+[C] Double Punch Combo

    Arrow Keys to move

  • Your .capx still presented the issue for me. But I found a solution, the issue was I wasn't asking my question right. This whole time I should have been asking how to get the opposite angle for a specified angle. IE 360's opposite would be 180 degrees. This way I could feed that number into the Particle Systems angle and be set.

    This awesome post answered my question with an equation.

    Particle System Set Angle to (180+Player.Angle)%360

    Using the Modulus Operater (%) is what does the trick.

    Thank you very much for your help I really appreciate the effort you put in to finding an answer for me.

  • Could you link me the fixed .capx so I can take a look at it? Maybe with a comment where u changed the code because changing it on my end doesn't seem to fix the issue for me.

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  • I tried your solution, setting the player angle to 0 on creation and it still doesn't work for me.

    All the ships in the game are players, if you had 4 controllers hooked up you could control each one independently.

    All the ships are the same sprite as well which just a hue shift to make them appear different.

    They are controlled by an assigned ID on creation.

    That is why if you change the angle on creation all of their angles are changed.

  • https://dl.dropboxusercontent.com/u/729 ... Arena.capx heres the .capx if anyone has any ideas.

  • I found a work around of settling the particle systems angle to the player.angle*-0.5 . It stills looks like it isn't coming exactly out of the center back of the ship, but it's close enough for now.

    EDIT: Upon further testing I still have no fix for this. I tried setting it's angle by the Player.X and Player.Y no go.

  • I have a particle system pinned to my ship. It is visually acting as a thruster. When they accelerate the particle system turns on, if they let go the particle system turns off. The issue being I cannot get the angle right on the particle system. It is shooting particles into the ship instead of out the back. This sorts itself once they pick up speed, but at the beginning when they are just starting it's shooting into the ship.

    I too received the dropbox email. This sucks I really liked dropbox . I bet they are going to see a decent size drop in users. Hosting my HTML5 games is literally the only reason I use it.

    Checking out BitBalloon as a new HTML5 host and it seems to work pretty decently.

  • So this has been dead for awhile, I ran into some issues that frustrated me so I basically called it quits for awhile. I started from scratch about two days ago and thought I would share my progress. I feel like I'm starting to get close although it is not completely finished yet and I have more work to do and probably a lot of code to streamline but this is what I have so far.

    https://dl.dropboxusercontent.com/u/729 ... index.html

    CONTROLS

    A,D - LEFT AND RIGHT

    SPACEBAR - JUMPS

    TAB - OPEN INVENTORY/CRAFT MENU

    MOUSE WHEEL - SCROLLS CRAFT MENU

    LEFT CLICK INV ITEM - ALLOWS YOU TO SORT YOUR INVENTORY

    LEFT CLICK BACKGROUND - ALLOWS YOU TO DROP AN INVENTORY ITEM INTO THE WORLD

    Basically if you have played Terraria the controls should be second nature.