Waltuo's Forum Posts

  • R0J0hound I understand, it does work impressively well for an exercise though. Good job!

  • Thanks R0J0hound , these are really great and inventive!

    I was experimenting with the event physics demo and noticed in some arrangements boxes pass through the other and start acting rather strange, was wondering if there's a good way to fix it / prevent it from happening. This modified capx illustrates what I mean, boxes overlap at both left and right and if you let it run for a while boxes on the right start to breach through each other..

    https://dl.dropboxusercontent.com/u/163 ... ities.capx

    Also, any way to stabilize and stop the boxes from moving after a while if the remaining movement/force is less than a defined value (until possible new collision happens)?

  • It's a nice effect, worth noting is (if I remember correctly) this template needs WebGL to work.

  • As for which software to pick, ultimately the best tool for the job is the one you have at your disposal and are comfortable using. My recommendation is try different software for a few hours and pick the ones you most like working with (that get the job done).

    Just a tip if anyone needs Photoshop and doesn't have a license, Adobe has released Photoshop CS2 version for free (and also CS2 versions of other Creative Suite programs like Illustrator, Audition and After Effects). While quite old, it has all the essential features and is capable of achieving pretty much anything you need in making 2D game graphics.

    http://www.redmondpie.com/download-adob ... still-can/

  • Just wanna say thanks for the tutorials, they are very helpful and contain a nice variety of games. Some steps were a little too fast and hard to follow but overall great job, I learned a lot of new things and will be watching the rest of the tutorials as soon as I can. Thanks again, keep up the good work and making new tutorials!

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  • Ah, that's it, thank you both! I knew it had to be something simple I overlooked, it's working now Thanks again!

  • Ok, too tired to think clearly, can't figure out what I have to do here to get this simple switch working. I identify the switches by instance variables and the switch activates Ok, but the state doesn't change, it just moves the block in one direction and one direction only. Can anyone spot what I'm doing wrong/missing here? Code below:

    PLAYER Is overlapping SWITCH

    --> System Pick BLOCK where BLOCK.ID = SWITCH.ID

    ----> Keyboard on Z pressed

    ------> BLOCK variable "state" = "deactive" -> BLOCK MoveTo move to (self.X, self.Y + 64) | Set state to "active"

    ------> BLOCK variable "state" = "active" -> BLOCK MoveTo move to (self.X, self.Y - 64) | Set state to "deactive"

  • In the same idea.. of out run here is another example from Jack Gordon ..

    Must i waste my spare time to do a plugin with this ?

    Fast conversion with bug !!!

    ctrl: Space =jump; arrows= l/r

    http://gigatron3k.free.fr/html5/C2/plugin/nebulus/

    Very cool! I would be definitely interested in this, reminds me of the tower level in SNES Mickey Mania.. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • You could also argue mobile has ruined the industry. You could also argue quick, mediocre cash-grab shovelware garbage app developers put out by boatloads has ruined the industry. You could blame money hungry devs, Apple for pricing, Nintendo for starting the casual boom, market oversaturation or people in general eating it all up and expecting everything for free, with zero regard to if you can pay your electric bill or not. Lots of things you could be pointing the finger at, but what good does that do? Nothing we can do about it but adapt to the situation, stay on top of new developments and make best possible games and hopefully people will play them. I'm sure things will even out and new opportunities and business models will arise.

  • Looking good, wouldn't mind seeing this ported to Construct 2:)

  • Really enjoyed listening to these and would love to have more episodes in the future. Great job guys!

  • I'd like to add shadows to some of my solid sprites and I'd like to do this without shadow caster (for stylistic reasons) by having a separate shadow sprite beneath the object. Camera follows player and shadow sprites would move in relation to where the player (platform behavior) is positioned in relation to each object: if player X & Y are at center of object, shadow is straight behind the object and not showing. If Object is at far right of the screen shadow is offsetting object by say -100 pixels. If object is at far left, shadow object is 100 pixels etc. So when running to the right, as player is moving past objects their shadows are moving accordingly. How is this achieved? I dont need long shadows, just simple moving shadows the size and shape of the object.

    If this is already discussed I apologize, but I could 't find any previous topics so if anyone has any ideas I'd be happy to hear them:)

  • immortalx Thanks! Needs more testing in game but so far the 2nd method seems to work great:)

  • immortalx thanks, that might be a possible way to solve it, I've used invisible collision sprites before but didn't try this method for this test. Using different animations are not ideal in this case because there are multiple guns, but dynamically resizing the collision sprite size is interesting and might work. One thing that worries me is if the player sprite collision area needs to be more complex than a rectangle things might get funky upon resizing, but other than that it could fix the issue. Anyway, I'll check the capx and report back when I get home from work Thanks again!

  • Aher0 Thanks, I tried having a checker sprite but I couldn't get it to work properly, for some reason it didn't register the obstacles and would just always spawn sprites. If there are any example capx of this sort of functionality to study that'd be great!