Wrangler's Forum Posts

  • Nice to see a Dungeon Buster update. Ive been following its creation for a while now, and its great to see all the extra touches (like salt paths) that you're putting in there. Keep up the mighty fine work!

    Thanks Dave, I should be updating more frequently now that things are back on track :)

  • Latest development post has been put up on IndieDB.

    Read it here!

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  • A gift for you Ashley for being awesome:

    <img src="http://media-worlds.theotaku.com/11259-585457-20100220134454.jpg" border="0" />

  • Link to .capx file (required!):

    sdrv.ms/XGH8VL

    Choose the DelayedUpdatingOfPathfindingSpeed.capx

    I'm putting the Pathfinding behaviour through its paces! I have got it almost working using boolean variables to control the animations, but it's twitchy and would ultimately be unsuitable. The CAPX I've linked to doesn't have the boolean animation controls, it relies purely on the output of the Pathfinding behaviour.

    Steps to reproduce:

    1. Give sprite the pathfinding behaviour and define the conditions of changing animations (in this case speed)

    2. Observe.

    Observed result:

    The sprite's speed variable doesn't update instantaneously when it has arrived at its destination. It does stop moving, but the speed variable seems to stick for a second or so before switching to zero.

    Expected result:

    Sprite should switch from the "running" animation to the "default" animation as soon as it arrives at its destination.

    Browsers affected:

    Chrome: Yes

    Operating system & service pack:

    Windows 7, latest Service Pack

    Construct 2 version:

    r119

  • Link to .capx file (required!):

    sdrv.ms/WB1ss1

    Left click will move the broken sprite to the current mouse location. Right click moves the unbroken, non-mirrored sprite to the current mouse location.

    I realise that it's extremely simple to make mirrored animation sets, but I thought you should know about this bug anyway.

    Steps to reproduce:

    1. Make sprite & give it Pathfinding behaviour

    2. Define conditions for when sprite should be mirrored

    Observed result:

    Sprite moves sporadically when moving in its mirrored state. When moving in its mirrored state it a new path cannot be defined as the sprite stops moving/responding completely. It will move normally when in its unmirrored state. The sprite that is not mirrored at all will function correctly at all times.

    Expected result:

    Sprite should move as it does when not mirrored.

    Browsers affected:

    Chrome: Yes

    Firefox: Untested

    Internet Explorer: Untested

    Operating system & service pack:

    Windows 7, latest service pack.

    Construct 2 version:

    Beta r118

  • Darc I was using Photoshop, but the TOS of the licence I was using (educational/student) would not allow me to sell works, so I've pulled the pack for now whilst I pass it through Paint.NET instead. I must thank you actually, as you spurred me to actually make sure about it and I was able to right the mistake quickly. All purchases were refunded of course.

    TELLES0808 I will indeed do requests! Are you wanting something done?

  • casist

    Seller issues! It will return soon!

  • Haha yep, I'm still tweaking the difficulty curve, and in the process of implementing shooting whilst jumping/ducking.

  • Bump!

    We're back in business!!!

  • Arima that would be great thanks!

  • PLAY IT HERE!

    Remember! Red flowers restore your health!

    ----------------------------------------

    Defend the campfire from the rampaging Tyrannosaurus Sheep!

  • Ashley thank you, I'm extremely grateful :)

    newt that's what I was trying to puzzle out last night, just to see if it was there and maybe just hidden, but I couldn't get it working.

  • Ashley, if I may be so bold as to make a suggestion for the new Pathfinding behaviour:

    Can you add some form of currentAngleOfMotion variable akin to that found in the Bullet behaviour. This was essential to how I animated the characters in my game (I didn't rotate the sprites, but used the current angle of motion to determine if an animation should be mirrored or not). I can't think of another way to reproduce this, so I'd like to suggest its addition to the new behaviour.

    Thank you for this fantastic new behaviour, it has made life far easier!

  • RicoD your work is fantastic!

  • I am a pixel artist looking to tender my skills out to anyone who needs them. My hourly rate is negotiable, and I will also consider doing work on a per-asset pricing model too. I specialise in environment art but I will also do character artwork, UX/UI art, logos, basically anything you need.

    You can find a perpetually updated album of my pixel art work here:

    Wrangler's Pixel Art

    If you'd like to hire me or have any other questions, please either PM me here or email me at mitchcoshcgrah@gmail.com

    Please bear in mind before you contact me:

    *In most cases I am not willing to work for free, sorry!

    *I will not consider proposals from 'idea guys' unless it is for concept art, and you are willing to pay.