wizaerd's Forum Posts

  • Eliyahna - I'm glad that worked for you. I don't know if it's the proper way or not, but I started doing it this way a while ago and it works well enough for me. And you know what they say, whatever works...   <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Create an instance variable in the mushroom object, and set it's default to 0. In the Collision check, first this set the variable to 1. Your condition should be on collision with mushroom and mushroom.variable = 0.

  • I'm confident in the mechanics I've built, but I'm not at all confident in the graphics or the level design. I'm not giving up (thought about it) because I'm having fun doing it. But I know I won't ever release it to the public :)

    I'm a professional software developer, and have been doing it for over 25+ years. So no, I wouldn't say C2 is only for non-coders. of course I wish it had an option to include code sometimes because it'd be quicker, develomentally, sometimes. But I really enjoy using C2. I used GameMaker Studio for a while, and was actually preferring it over C2 for a short while, but it's code is spread out in so many different places, trying to keep it organized became more of a hassle than it was worh.

    I think having a background in coding could be quite beneficial even in using C2 because the logic is the same, just implemented a bit differently.

  • While I thik it'd be a good feature, I'd hope for it to be a preference or an option. I work off a flash drive and saves can be somewhat lengthy sometimes, and it could be irritating if I just needed a quick preview of something specific.

    If you think adding 3D will prevent C2 from getting more complicated, and more prone to issues, you're fooling yourselves. 3D will bring with it a whole slew of new headaches that aren't going to be easily solvable with a drag N drop event system such as this. C2 will need to add a whole new layer of complexity to deal with it, and in the long run, 2D game makers will avoid C2 because of this added level of issues. You will in effect kill the excellent 2D game engine to add something that only a few would actually use. I have no desire in 3D whatsoever, and chances are I would avoid using C2 because there is no way the 2D engine will not be affected by adding 3D capabilities.

    Unity 4.3 features enhancements and new additionas specific to 2D that should make it much easier to do 2D games in it.

    youtube.com/watch

  • I've been working on my little game, just for myself, my friends, and my family and I was thought I was making real good progress. Got some pretty cool mechanics, nothing completely innovative, but fun (to me). The only thing I'm really lacking in is level design and graphics, but I kept trudging forwards. Then I browsed through the forum where people are posting images and/or videos of their work in progress, and wow... I'm blown away at what people are building with C2. Some truly inspiring and impressive stuff. And it all makes my own work look and feel like sewer sludge... Perhaps I'm not meant to be a game maker... lol

  • I think I get what you're meaning, but typically this type of functionality would require the use of a function pointer in a low level language, or a dynamic runtime compilation i.e. codeblock or macro. I don't think there's anyway to build a variable name dynamically at runtime within C2.

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  • Thanx... I feel really foolish now...   <img src="smileys/smiley9.gif" border="0" align="middle" />

  • jayderyu - Good point. I've never played a Mario game that wasn't 2D sprites or a platformer, so my bad for assuming.

  • Ok, so the first thing to do is read the manual. Secondly, read some of the tutorial available, specifically ones that relate to platformers. And finally, experiment.

    What you're asking for is very basic, and doesn;t require any special knowledge other than how to use C2.

  • I have tried this, over and over again on different systems with the same results each and every time. Here's a fun little tidbit, I can open this file in a text editor (notepad or notepad++) and I see XML.

    I don't think I can put the XML here so here's a screenshot...

    XML

  • I haven't looked, but if you're using Platform behaviour on the player and the enemy, turn off the controls for the enemy object. It's under the platform behaviour attributes on the left side of the screen (when you have your enemy obbject selected). I think it's called default controls, set it to No.

  • Add a bullet behaviour to your object and modify the properties such as Angle and speed. There are all sorts of ways to determine when they should fly across the screen.

    [EDIT]

    Oh, and the LiteTween plugin might be a great option too. Don't have the link off-hand, but it's in the plugins forum...