Yann's Forum Posts

  • RamPackWobble

    If you set their visibility to invisible, they won't impact rendering.

    However, if you really want to reduce the number of object, you can run a loop on start of layout and build an Array of bounding boxes value to randomly pick from.

    And destroy the sprites afterward.

  • I would do it like this verticalScrollLag.capx

  • RamPackWobble

    That's how I would do it

    randomAreaOfSpawn.capx

    This way you don't need to maintain a cumbersome list of strings of bounding boxes

  • philx

    You could use a timer behavior on your ships and start the timer + set an instrance boolean "cooling" to true when they shoot

    When the timer is over (triggers the on Timer event), they can shot again (you switch the "cooling" variable back to false)

    Make sure you only shoot when cooling is false (:

  • I changed a function in the plugin to be able to paste tiledbg in webGL mode.

    In canvas2D mode, the tiledbg generate a pattern, but not in webGL, so the region pasted ends up black

    here is the fix:

    //helper function
    instanceProto.draw_instances = function (instances, ctx)
    {
        for(var x in instances)
        {
            if(instances[x].visible==false && this.runtime.testOverlap(this, instances[x])== false)
                continue;
    
            ctx.save();
            ctx.scale(this.canvas.width/this.width, this.canvas.height/this.height);
            ctx.rotate(-this.angle);
            ctx.translate(-this.bquad.tlx, -this.bquad.tly);
            ctx.globalCompositeOperation = instances[x].compositeOp;//rojo
    
            if (instances[x].type.pattern !== undefined && instances[x].type.texture_img !== undefined) {
                instances[x].pattern = ctx.createPattern(instances[x].type.texture_img, "repeat");
            }
    
            instances[x].draw(ctx);
            ctx.restore();
        }
    };
  • I more or less agree with the answers above. We can't really provide you with a generic capx you could iterate on, or get inspired by.

    Because there's a lot of way to go about making a cut-scene.

    The only useful advice I can think about is a general workflow:

    1/ write down what information you want to provide to the player during your cut-scene

    2/ storyboard the shots. This allows you to know what will be animated and how

    3/ once you validated the storyboard you can start to create the necessary assets and divide things into what should be frame-by-frame animated (into sprite objects) and what should be scripted.

    For example, if you need to simulate a panning, you can probably just scroll the layout. But if you need to show a character acting, you will probably need a bit of frame-by-frame animation (you would put inside a sprite)

    4/ now you're ready to implement your cutscene.

    Also, one useful tool would be Spriter:

    -site officiel

    -post on the forum

    -c2 blog about spriter

    Your cut-scene could actually be entirely animated in Spriter. And it would be an interesting and valid solution. But Spriter isn't free, that's why it's not my main answer.

    Otherwise you should probably have some control over how things are sequenced during your cut-scene. Either by using some kind of timer variable to trigger events after some given seconds or by detecting when a sequence of movement is over and triggering the other sequence.

    Some might also cut the sequences into groups and activate/deactivate them.

    Hard to be more specific than that... really =)

  • TwinTails nope :D

  • I want 70% of the money $_$... I mean �_�

    ... nah seriously that's ok of course.

  • minaehab

    probably (:

  • pausePhysics.capx

    Works ok for me (probably have to set to Movable before doing everything else)

  • RookieDev

    You're a very lucky man.

    I'm so busy these days that I don't really look at the forum too often, and it seems the system is a bit broken since I wasn't warned at all about your post.

    Since I don't have CC installed here, if you can send me a screenshot of the events so I can remember what it was about (:

  • If I understand correctly you want to control which angle is considered a walkable slope and which angle is considered a wall.

    Unfortunately, there's no slope control in C2's platform behavior.

  • travhoang1991

    nope

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  • thehen

    For now, I see no reason why it shouldn't work.

    An easy way to test that would be to just create instances of polygons with physic behavior and with random set of vertices (for example on a touch event) and see if they interact properly with the environment.

    Once you made sure of that, you can safely implement the splitting and integrate everything in your game.

    Edit: I just checked my old demo, you can just modify that to create new instances and check various interactions to see if a bouncing melon bounces well enough etc.

    Because in the end, what the splitting does is deleting the current polygon et creating two new ones. It's a more deterministic version of the physics demo (: