brodalco's Recent Forum Activity

  • DISREGARD THAT, I"M AN IDIOT.

    I had the sprites huge. I just shrunk everything down and zoomed in the camera, seems to work.

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  • [quote:3247vkkz]Add both behaviors, and turn them on/off as needed.

    That would be the obvious answer, wouldn't it?

    But, the problem is the character switches between various states on the fly, and it's nigh-impossible to get it to switch in a smooth, consistent fashion. The sense of momentum is always disrupted and makes the whole thing incredibly awkward.

    With that said, didn't Ashley say he had it planned so you could set friction and bounciness on physics objects anyhow? It could be the solution is waiting in the next release...

  • I'll give it a shot.

    The thing is is that the character's main attack involves turning into a physics-object and kind of bouncing around, and I'd like his movement to feel as consistent as possible.

  • Bump. This would be great for keeping filesize down in games and quickly adding atmosphere.

  • This is more of a lack of creativity on my part than a valid technical problem, but I'll ask it anyway. I'm an artist, not a programmer.

    My platform "engine" runs on one box using the physics movement on a box, with a horizontal line one pixel beneath checking to see if there's a platform below it or not, with a sprite on top. The rest is your typical velocity-adjusting according to position, state, and keyboard entries.

    I'd like my character to "stick" to sloped surfaces, and not "detach" and fly around when he hits sudden peaks or dips. (Unless he's using a certain attack- launching yourself off terrain like this is the basis of my game.)

    I can't seem to create a system for having this happen. I had some invisible boxes that the platform detector hit, which would then mess with his velocity, but they always send him flying in awkward directions and don't really resemble natural movement. Does anyone have any suggestions?

    I'll post the .cap if it proves necessary to figuring this out.

  • I'm working on a platformed based on the physics engine. However, whenever any physics object crosses a certain point, it just freezes. As you can imagine, it's hard to continue working on a side-scroller when your character is confined inside an invisible box.

    I'll upload a .cap is this turns out to not be a common/widely-known problem.

  • [quote:2qitee52]

    If it were a mascot-driven game then more emphasis would be given to making the character emotive (as in my Squarebear design).

    I see what you're getting at. I suppose even if the character were more distinct, it would only detract from the simplicity of the presentation.

    [quote:2qitee52]

    ....and switching gears like that interrupted my workflow so it's harder to get back into it. It's a bad habit I need to break.

    If it makes you feel any better, I get into the same cycle on a regular basis as well.

  • >

    > EDIT EDIT: I did that, and it's telling me it was made with a previous version of construct and is incompatible. Shrunk the file from 138 MB to 10MB, though. For some reason I find this very funny and oddly satisfying. For fun, I'm going to paste a few of the little multiplying symbols back in.

    >

    I did that, and I got your same error, so it should be related even to loading a cap or... we deleted something inbetween.

    ::DUN DUN DUN:: Thank goodness for my feverish backing-up habit.

    I'd upload my functional .cap and demand Ashley fix all the little i's, but it's 138 megs right now.

  • I know the problem, Ashley knows it, but he can't find the cause.

    If you open the file with a text editor there are millions of "�" that increase at each save.

    The problem is with some loop in the saving routine.

    Blargh.

    This is pretty frustrating. I can't work at all. How many other people are having this problem? It isn't just me and him, is it?

    EDIT: Any chance deleteing the "i"'s with a text editor would help?

    EDIT EDIT: I did that, and it's telling me it was made with a previous version of construct and is incompatible. Shrunk the file from 138 MB to 10MB, though. For some reason I find this very funny and oddly satisfying. For fun, I'm going to paste a few of the little multiplying symbols back in.

  • A little running animation for Dr. Chromis:

    <img src="http://xs124.xs.to/xs124/08061/chromis-run647.gif"> <img src="http://xs124.xs.to/xs124/08061/chromis-run_lg121.gif">

    I'm not an expert pixel artist, so crits are welcome...

    I'm not an expert either, but I think he looks maybe a little too clip-arty. I think you could fit a bit more personality/charm/distinct qualities into him, maybe by making him look a little worried or giving him a more distinct posture.

    Other than that, I really like your basic concept. He's just a little too garden-variety, is all.

    Oh, and I'm working on a platformer I like to simply call "Alex" using the physics movement. I don't have a whole lot done; I'm trying to perfect the movement/attacks before I get caught up in the visuals or level design.

    It's similar to SNES-era platformers, but the idea here is to incorporate modern ideas to make the game feel less abstract and more "natural". That is, real world ideas have more application, enemies are more than just obstacles, etc.

  • I want to do this, but I haven't managed to dig up any information on a fast variable-radius gaussian blur algorithm. If you open the .fx files in the Effects folder for the blurs, you'll see they're hard coded with the blur values for 13 pixel blur. If you can find any more info on this, I'd gladly have a shot at variable blurs!

    Ah.

    Well, I'm an artist, not a coder.

    I just assumed that "13" would be easy to replace with a "INSERT VALUE HERE". Forgive my ignorance.

  • The Gaussian Blur looks very nice, but it isn't that useful constantly stuck at 13px.

    I think it would be more helpful if you made the blur amount an attribute. This, combined with Construct's very intuitive zooming, would make for some amazing Depth of Field effects.

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brodalco

Member since 1 Mar, 2008

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