Arima's Recent Forum Activity

  • -Character Creation

    Kinda like those in MMOs, with some options for every body part (e.g. 4 types of noses, 6 types of mouths, etc.)

    Use action points: http://sourceforge.net/apps/mediawiki/c ... age_Points

    -Motion Blur

    Real motion blur, not those trails made with plasma. Like the "Blur X" and "Blur Y" effects, but together, and being disabeled until specified otherwise.

    Blur motion effect:

    -Save and Load feature

    Saves every stat in the game (money, exp, etc) and employees (part of the game is about having a store xD)

    EDIT2: Forgot ANOTHER thing...

    -Simple Inventory

    Not like the inventory a character carries, more like a store's inventory (when the char goes out of the store, he doesn't has the items he has in the store)

    Use an array, INI, or hash table for saving/inventory.

    EDIT3: Interesting how I keep forgeting stuff...

    -Dialogue Box

    A RPG-alike dialogue box that would appear when talking to someone with scrolling text.

    3 options:

    Using spritefont:

    Using events:

  • You could also make them the same sprite/family, and when clicked on, use pick top-most.

  • I want to make a game that will be fast to develop. But I can't came up with any ideas that r not epic.

    Quickly and epic are mutually exclusive. Pick one or the other.

    What shall i do? Shall I finished my epic project on paper and so some artwork to go with it and then look for a company that would make it?

    The chances of that working are almost nil.

    Or shall i continue on thinking on some little game?

    As someone making a 'mini' RPG as practice that's taking over two years to complete, I tell you: try smaller games until you have some sort of idea about how to design software efficiently. Like maybe a mini version (or a practice chapter) of the game you want to make entirely for fun and to learn the ropes, it also can work both as a prototype and proof of concept, and practice for the epic game you want to make.

    If you're going to even attempt something epic, you have to design the code base very well from the start. By making a mini version, you'll learn a ton about it.

    I also would reccommend holding off until C2 for anything epic. C1 is managing my mini RPG, but the IDE has some performance problems which are making it in some ways difficult to work with.

    Oh, and don't worry about it - going epic and having trouble coming up with something simpler is a common problem.

  • This happens at the right edge of textures for reasons I don't understand.

    Solution: use a panel or box instead.

  • About time Quazi! XD

    Aside from the plugin SDK and something to write C++ with, I have no idea what you need though. I'll let someone who knows tell you how to get started.

  • If I understand what you're asking correctly, put it on a layer and set the layer's x and y scroll rate to 0.

  • This might help:

  • Impressive stuff.

    Hmm... I wonder how much faster it would run as a behavior...

  • The only thing I can think of is deleting the registry entry and trying again.

  • Hi

    I would like to know if it's possible to create a 2D software with construct, like photoshop elements, or a painter lite (not with all of the fonctionnality).

    Yes, you can. I've made one myself. You'll want to use the canvas and image manipulator.

    So, I'm looking for informations on creating a 2D painting software with Construct (tutorials, examples...) :

    - dis there a general tutorial on how creating graphic application with construct ?

    None that I know of.

    - it is possible to create a sort of "windows" menu, at the top of the application (file/edit/iamge/view..) ? I have tried to add a "menu" but it doesn't work.

    You have to make your own, such as with sprites or text objects.

    - for painting, we have to use the canvas ? Is there some informations about the utilisation of the canvas (blend mode, draw a sprite on the canvas..), because the page for the canvas on the wiki is empty ?

    The way I did it is by pasting the brush sprite to the canvas.

    - it is possible to create some windows pop up for options (like brush parameters, or adjustement layer...) ?

    Yep, but again, you have to make it yourself.

    I'm looking for informations about sprites and canvas transformations too :

    - sprites : size, scaleX/Y, rotations, opacity...

    - canvas : opacity, transformations (resize, stretche..), cut/copy/paste, save..

    That info can be found in the wiki, on this page in the 'common' section: http://sourceforge.net/apps/mediawiki/c ... ite_Object

    One thing to watch out for is the image manipulator returns an incorrect value when retrieving the y position of a pixel. It's both upside-down and misaligned.

  • The only ways I can think of are:

    1. Using the 'disable collisions with' action - though I'm not sure if that disables collisions with individual instances or entire objects. You might need different objects for each layer.

    2. Create a 'projection' - have the physics simulation happen somewhere else in the layout offscreen somewhere, then for each sprite create and place another that doesn't have physics at the location of the physics sprite adjusted so it appears on screen. Like if the physics sim starts at x 1000, then create/place the object at physicsobject.x-1000.

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  • Even if it seems to work, it might mess up stuff that isn't apparent. It's an unfinished feature, and as such shouldn't be used.

    Don't take the risk, don't copy stuff between .caps.

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Arima

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