zatyka's Forum Posts

  • Free to use in all projects, including commercial. Let's go with an OFL (open font license)... Basically use it however   you like, just don't sell it as your own.

  • JohnnySix

    There's no list that I'm aware of. I'll most likely assemble one before LD29.

    Also, you'll probably find some more c2 compo entries by searching for "capx".

  • I'm curious, how did this work out for you all?

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  • The car behavior has a moving angle expression.

    Object.Car.MovingAngle

  • Drifting is just the angle of motion catching up to the angle of the object. If you check to see if the players angle is not equal to the player's moving angle, and speed is greater than 0, that should do it.

  • Unfortunately I had to throw away what I was originally working on; it just wasn't coming together as I would have liked. After about 12 hours of non-stop work, I ended up with 16 in One:

    <center>

    Play it here.</center>

    I wouldn't call it my finest Ludum Dare entry, but I'm happy with it. I look forward to playing through all your entries!

  • Final round of theme voting is up.

    If people vote the same as they did in the semi-finals, "Corruption" would win. Personally, I'm hoping that's not the case.

  • Tobye

    Thanks, that's very flattering. <img src="smileys/smiley9.gif" border="0" align="middle">

    If you're interested, you can check out my previous LD entries here. Be warned, my first 2 entries were pretty terrible.

  • I certainly hope you and whoever you end up working with create a great game. I would consider joining, but I'm pretty addicted to going solo in the Compo. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Every developer goes through a process in which they must disconnect from how a process functions on the surface, and learn how to break a processes into technical components. It's the difference between knowing that text appears one character at a time, and knowing that the text object is set to display the left X number of characters in a string, where X equals the number of character already displayed in the text object + 1. Once you understand the technical building blocks, you can pretty much create anything you want. In my opinion, the fastest way to learn the building blocks available is to play around with C2, follow some tutorials, and make some practice games.

    I don't want to sound too preachy, so here are a few tips to accomplish your goal:

    • When going for a typewriting effect, display one character at a time by utilizing the "left" and "len" system expressions to determine how much of a string to display as text. There are other methods, but I believe this is the simplest method to comprehend.
    • Create a state machine of the text display process. One method is to have a "state" variable. For example, State 1 can be when text is being draw. State 2 can be when the maximum number of characters are displayed, and the game is waiting for the player to press space. If in state 1, display the text character by character. When the maximum allowable characters is reached, or no more characters can be displayed, go to state 2. Also, if the player presses space while in the 1st state, automatically fill the text with the maximum number of characters, and go to state 2. If the player presses space while in state 2, go back to state 1 to display the next line of characters, or, if there is no more characters, remove all text. This is a simplified example, but it should give you an idea of how it could work.
    • I would highly recommend using the spritefont object instead of the text object to display text if possible. When using spritefonts, you know the exact width and height of each character. This allows for much more sophisticated dialog systems.
    • Assuming you use the spritefont object, take a look at the function I posted here. It takes a string, and breaks it out into individual lines, which is very useful for dialog systems.

    Best of luck!

  • When the player object has a wall to its right, event 9 enables 8 direction behavior and disables platform behavior. However, since the player object doesn't have a wall to its left, event 12's conditions are met, switching the behaviors back.

    The fastest and simplest solution is to combine events 10 and 12. You can also combine events 9 and 11 with an OR statement so your events aren't redundant:

    <img src="http://i.imgur.com/eadtvj1.png" border="0" />

  • A couple fonts I created for Ludum Dare. Free to use.

    ZK Basic:

    <img src="http://i.imgur.com/fTMWq42.png" border="0">

    Download

    ZK Right Angles:

    <img src="http://i.imgur.com/cSyizRh.png" border="0">

    Download

    A capx with appropriate font settings:

    Capx

  • A fast swipe can pass over a barrel's collision polygon in between ticks. The Slash object attempts to compensates by making it's width equal to the distance between last tick's touch position, and it's current tick's position. By having the barrels blow up when they collide with the slash object instead of the touch position, you'd probably get your desired result.

  • Barleyarley

    This topic was for the previous Ludum Dare. You'd probably have better luck posting on this topic instead.

    Ludum Dare 28

    Kyatric Arima thehen

    Feel free to lock this topic to avoid confusion.

  • Another option is to set an image point at each collision polygon point, and have the moving object cycle through each image point.

    Demo

    Capx

    I'm hoping we eventually get expressions for X and Y coordinates of collision polygon points, as it would make things like this a whole lot easier.