vubidugil's Forum Posts

  • vubidugil

    Link updated.

    Thanks <3

  • Document, includes sample capx.

    Pack function call into a package in JSON string, or call function by this package.

    User could save this package to call function later, or call function by the package received from network (multiplayer object, or websocket object, ...)

    rexrainbow

    The download link is not working

  • To make it work with physics let us think would you would have to do with just box2d. It has similar limits as with C2: circle shapes and polygons, but no recommended limit on the point count. This is just to point out that that library has no concept of other curves so most things need to be approximated by polygons.

    Probably the simplest to do in C2 would be to use a sprite with it's origin on the left and a height of 1. You'd take the vector image and break it up into a poly line alone the edges, then create a sprite per each line. The actual drawing of the terrain could probably be done with the canvas object.

    The one con would be possible tunneling because we'd have only a thin wall to collide with. You'd probably need to set the physics property "bullet" to on. It could work with other behaviors but having objects get stuck inside the terrain is more likely.

    Another option instead of a thin collision edge around the terrain you could take the polyline edge around each shape and triangulate it, then take those triangles and split them into right triangles and create a bunch of right triangles. This would give a more solid feel to the shapes, but the object count would be much higher. Not to mention getting a good trianglulator working would take a bit of time.

    To do either in an automated way you'd need to make a vector image file format reader or somehow export just the polygon lists for easy reading.

    Edit:

    Here's a physics test of the first idea:

    https://dl.dropboxusercontent.com/u/542 ... ysics.capx

    I made the curve in inkscape and exported as a plt file since that seemed to be the simplest to parse.

    seems to work ok.

    Edit2:

    Here's further testing. The image from inkscape was also exported and used as an image.

    https://dl.dropboxusercontent.com/u/542 ... sics2.capx

    R0J0hound

    Please, you could restore the download link?

  • You could do it by manually editing the layout's xml file. Under the tilemap instance there is a block called "tilemap-data" that stores the tilemap's tiles.

    Now what the tilemap's tilemap.tilesJSON expression gives is compressed with rle, and the ordering is a bit different.

    Here's a utility that you can use to convert it to be usable in the xml.

    https://dl.dropboxusercontent.com/u/542 ... nvert.capx

    R0J0hound

    Please, you could restore the download link?

  • I would like to know how much they would charge to make me a template with the following characteristics

    Login system by google

    System of choice of 3 characters;

    Each character has basic attributes, health points, attack points, speed points, defense points;

    After choosing the personages start a battle multiplayer player vs player (1x1);

    Establish attack order based on the velocity attribute of the living characters;

    Each character can attack as a side battle RPG;

    My will is to create a game like Dragon City

    Gostaria de saber quanto cobrariam para me fazer um template com as seguintes caracteristicas

    Sistema de login pelo google;

    Sistema de escolha de 3 personagens;

    cada personagem possui atributos basicos, pontos de saúde, pontos de ataque, pontos de velocidade, pontos de defesa;

    Após escolher os personages iniciar uma batalha multiplayer jogador vs jogador (1x1);

    Estabelecer ordem de ataque baseado no atributo de velocidade dos personagens vivos;

    Cada personagem pode atacar como um RPG de batalha lateral.

    Minha vontade é criar um jogo como Dragon City

  • http://www.gameus.de/c2/test.capx

    thank you! I was able to solve the problem using a very similar logic

    https://orig00.deviantart.net/b3f1/f/2017/195/5/6/spiral_by_vubidugil-dbga57r.png

  • I know how to fill a space with a loop, filling row by row until I complete a square area field. But how can I fill an area, starting from the edges to the center?

  • That is a different question.

    Each Parallaxed/scaled layer has its own coordinate system.

    Platform is using the coordinate system from the layer it is on to calculate its stuff. It does not know where the stuff on other layers with different coordinate systems are.

    This should not work. But here is some kind of dirty workarround.

    https://www.dropbox.com/s/3prjbup90qvlr ... .capx?dl=0

    You should make your own platform system in events and read those :

    https://www.google.be/search?q=scirra+L ... scirra.com

    Thanks a lot for the help, I will research more about using the canvas. It has an R0J0hound plugin. Just do not have many examples of how to use.

  • I think that you are using 'Set layout scale'

    Got to use 'Set layer scale'

    https://www.dropbox.com/s/wcrtfrxcs83ve ... .capx?dl=0

    You can use 'Set layout scale', but then you have to fiddle with the Scale Rate property for the layers.

    https://www.dropbox.com/s/d10aahxeebq0j ... .capx?dl=0

    Your example is incredible, thank you very much for the help.

    I was not using the event that would scale the layout, but rather the layer event. Even so I'm not getting the effect I'd like.

    Here's my .capx. I have platforms in the foreground, and another in the background. I would like the background map to be reduced as if it were distant and only stayed on the natural scale when the player jumped there.

    https://drive.google.com/file/d/0BymfAv ... sp=sharing

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  • Is it possible to auterate the scale of a layer without affecting the others? Teno 3 layers, whenever I reduce the scale of one of them all the others are affected.

    My intention was to use a layer on a normal scale (1.0), on it with a foreground platform, and a second layer on the background with a reduced scale (0.5) reprehending a platform far away.

    Then, when the character jumped, there would be a transition effect from one layer to another reverting the scale value from 0.5 gradually to 1.0.

    Similar to the game of Kirb, where the player can leave the platform closer to the screen to a platform in the background.

  • oosyrag

    Much better than simply pointing to a solution, is to help understand what causes the problem. Thanks to you, I was able to evolve one more level. Thank you!

  • There is an error with me when I try to set the angle of the Layout or a layer. When I try to rotate a layer, it happens not to move or to tremble, oscillating between intermediate angles, but not reaching the specified angle. If in the place of the layer I rotate the whole layout, it works fine, until nothing happens the bug, and the layout begins to rotate without stopping. Sometimes, after several laps, the layout will find the right angle and for it. At first I imagined that during the rotation the layout used broken values. So I used "int" to specify the angle value but it did not work

    Online.http://anglebug.bitballoon.com/

    Capx.https://drive.google.com/open?id=0BymfAvlR-3v5dDVvbFBQeFFPVDg

  • I understand, I'll create another layer to manage the images with normal map. If you can apply the effect, put the result here

  • Joannesalfa

    Thanks for your attention, I already tried to get in touch by the forum on the official website of the spriter, and the posting of support for the spriter here in the forum of scirra, but I did not get an answer. While I wait, I keep trying.

  • Joannesalfa https://drive.google.com/open?id=0BymfA ... GhXRWpiR0U

    I can not say that the project was serious, I was just studying the size of the sprites on the screen, time of the animations, movement. Adding things little by little, and things were growing like a snowball. So disorganized that it may hinder the understanding of events.