Jayjay's Recent Forum Activity

  • Well i think the authors of Construct should have written concise tutorials before releasing the application.Like game maker's apprentice written by the two authors who made game maker.And even the help files that game maker 8.0 has are very detailed.It took me only a week to create games using the gml language only.

    Hopefully Construct 2 will have better and more detailed tutorials and examples.Raymond Hooks has a good point there but why is everyone always so sceptical when someone wants to do something which would benefit most beginner users off Construct? .Find out more by actually e-mailing newton and getting the detailed document's.These imo's does not help anyone , get the facts straight.

    I'd say the reason why nobody initially needed any tutorials for Construct Classic at first is because it's so close to Clickteam products in usage, and everyone who knew about it back then migrated over from using them. So we already knew the basics of what we were doing.

    In fact, it's definitely worth downloading the demos of their products just to look at their tutorials. They have so many since the community is alot larger (it's older, and has more finished games made with their tools).

  • Maybe just have different animation names for each class? Then you just send the text of which class was chosen.

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  • I was wondering if someone can make a tutorial for a game similar to I Wanna Be The Retro! (IWBTR) or I Wanna Be The Guy (IWBTG) ... people have made different versions of IWBTG with game maker, but I like construct way more however, I do not know exactly how I would go about making a game like that.

    If I remember correctly, Kayin himself release a IWBTG mini-engine I think. I'll find the file and upload it here.

    Edit: I guess I was wrong However, here is a way to do the level transitions of IWBTG that someone made:

    http://dl.dropbox.com/u/4714446/IWBTG%20Scrolling.cap

  • > Collision masks may end up being overwritten by the animation frame if you create it first. However, you can just copy and paste the collision mask back later.

    >

    I can do that, but how do I do it without the collision mask being slightly in a different place in each frame? Like, how do I get it precisely in the same spot for each frame?

    > yes, you need a collision mask for each animation frame, but it will be generated automatically when you edit it if you do not have a custom one.

    >

    Hmmmm... I'm not entirely certain what you mean here. Are you saying that there is no way to just create one collision mask and then make it automatically appear on each frame?

    OR

    Are you saying that if I create one collision mask, and then edit the collision mask it will generate itself for every frame?

    I'm confused.

    > The hotspot is the "centre" of the sprite, the point that you pull X and Y values from. This is also the point that the sprite rotates around.

    >

    So does this mean that I should always use a hotspot for an animation? And should I always center the hotspot in the middle of the character model unless I want the model to bounce when it moves in some frames?

    > Image points are handy for attaching objects to each other, for example in an action game you can attach a gun to the players hand by having an image point there that moves with each animation frame. They also rotate with the sprite.

    >

    I'm able to attach a gun to the player this way, but I can't get the gun to stay on the players image point. In fact, the gun goes right to the top of the players head for some reason. I'm doing something wrong but I don't know what exactly.

    > Sadly, image point collision only works for the hot spot I think.

    >

    I'm not sure what you mean. Can you elaborate on that? I've made collisions between two characters using image points without using hotspots before. Are you saying that I should always use both together if I'm using image points for collisions?

    > However, you can choose three different collision modes "per pixel", "bounding box", and "image point". Collision masks are only used in per pixel mode.

    >

    So if I'm going to use image points for collisions, I don't have to use a collision mask?

    Also, what is a "bounding box"?

    1. If you right click the frame with the correct collision mask, there is an option to copy it to all frames of the currently selected animation.

    2. I am saying that whenever you don't create a collision mask for a new frame of any animation, one is created to match any non-transparent pixels of the image. Sorry to confuse you about that

    3. A hotspot will always exist in every animation, it does not need to be centred on the sprite, but you can automatically change it for all frames of an animation by holding alt and clicking while in hotspot editing mode I think. The hotspot is the "base", if you imagine a string puppet, its the point where the central string is connected. That can be the head, the feet, or anywhere else in between. However, keeping a consistent hot spot should reduce the bouncing of your animations

    4.I tend to number my image points rather than name them, starting from 1. This way when I use "Set position to object" actions I know exactly which number of image point they are connecting to (0 is the hotspot)

    5.I've not tried much in that respect, but I thought image point collisions only work for the hotspot. If not, cool, that makes it much more useful But no, you don't need both, only a hotspot is always needed for a sprite.

    6.And yup, you don't need a collision mask for image point collisions. They are only used in "Per pixel" collision mode in the sprite settings. Bounding box is where the sprite is treated like a solid box when it comes to collisions. It's similar to your filling of the sprite with a red square, but does it automatically for you

    Hope this helps clear some things up

  • I'm currently making a level editor and I have no idea which is the better way to save/load created levels.

    That would be a great tutorial: A simple level editor with save/load features

    Take a look at this http://www.scirra.com/forum/viewtopic.php?f=8&t=1721

  • I thought I had a ribbon example cap, but I don't sorry =/ I don't remember anyone using it past the examples either

  • Collision masks may end up being overwritten by the animation frame if you create it first. However, you can just copy and paste the collision mask back later.

    Yup, that is fine for creating collision masks. Then, if you want each frame to have it, right click the frame with the right collision mask and you should see an option like "copy collision mask to all frames" I think.

    EDIT: Just re-read, yes, you need a collision mask for each animation frame, but it will be generated automatically when you edit it if you do not have a custom one.

    That depends on if you want the character to be collided with entirely. Sometimes you only want a certain part of it to collide (eg: you usually don't check if the string of a balloon is colliding with something, that would just make the game look buggy).

    The hotspot is the "centre" of the sprite, the point that you pull X and Y values from. This is also the point that the sprite rotates around.

    Image points are handy for attaching objects to each other, for example in an action game you can attach a gun to the players hand by having an image point there that moves with each animation frame. They also rotate with the sprite.

    Sadly, image point collision only works for the hot spot I think. However, you can choose three different collision modes "per pixel", "bounding box", and "image point". Collision masks are only used in per pixel mode.

    Invert means that whenever the condition is not satisfied (eg: inverted always events never happen, while always events will always happen).

  • Here is a freeware install maker: http://www.clickteam.com/website/usa/in ... eator.html

    Although, it sounds like you're having problems exporting anything. Does it give you an error or anything when you try? Also, does running the game to test it work?

  • thanks, ill w8 for post ^_^

    I pm'd you about it I think, but I'll update this post with the cap once physics is fixed (next build I believe).

  • SEND MY ART OF PLATFORMER I NEW MEMBER I'M BRASILIAM...

    Use it

    Those are pretty nice, thanks for sharing

  • This is just a quick .cap file with some comments to explain the basics of making an achievements system with INIs. Hopefully it will some people out in the future

    Link: http://dl.dropbox.com/u/4714446/IniAchievements.cap

  • An exploration platformer I am working on-

    <img src="http://dl.dropbox.com/u/5811650/Where%20I%20Am/1.PNG">

    That looks awesome, is it close to release?

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Jayjay

Member since 18 Mar, 2008

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