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  • I have a few example files that might help laying around in my dropbox:

    https://dl.dropboxusercontent.com/u/471 ... 20Test.zip

    One of them was an experiment with loading object position/levels from an image file for easier level editing. Kinda works kinda doesn't haha.

    3D diver graphic is a free one from the web.

  • Commissioner James Gordon ?

  • If you want gravity to still have the same pull even inside the Sprite2 region, then I think that might work okay.

    For decreased gravity in the region you can do:

    Not overlapping Sprite2 = add force 175 to Y

    Overlapping Sprite2 = add force 50 to Y instead

    If that doesn't work I will try to think of another way to do it though!

  • Hmm, that file does indeed seem to have trouble looping.

    I would recommend using the free program Audacity to add a fade-in for the first 0.3s of the audio, and a fade-out effect on the last 0.3s of the audio. Silence is much easier to loop I find.

  • Here is a cap with a few different methods of loading and "looping" sounds/music in either WAV or MP3:

    https://dl.dropboxusercontent.com/u/4714446/LoopMus.zip

    The music commands do have a delay, and autoplay resource on an MP3 seems to fail, but otherwise the others are looping fine on my desktop (Win 8.1, 64bit, 8GB DDR3 RAM, NVIDIA GeForce 210 1GB DDR3 VRAM).

    Hope that helps! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Sure! Here's a Cap <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://dl.dropboxusercontent.com/u/471 ... hysics.cap

    The example I made doesn't use gravity, so you may need to tweak the code to counter-act or reduce gravity a bit while overlapping Sprite2 if you want that to slow down as well.

    Hope it helps! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • If it's behaving funny, this is an example of a work-around I did for changing position of a physics object and keeping its speed, maybe something like this could help when trying to change the speed that the object is moving:

    + Object: Object overlaps TeleportA

    + System: Trigger once

    -> Object: Set 'VelocityX' to Object[Physics].VelocityX

    -> Object: Set 'VelocityY' to Object[Physics].VelocityY

    -> Object: Set immovable: Yes

    -> Object: Set position to object TeleportB (image point 0)

    -> Object: Set immovable: No

    -> Object: Set velocity to (Object.Value('VelocityX'), Object.Value('VelocityY'))

    However, I will try to make a cap doing what I think you're looking for when I get some time!

  • Sorry for the lack of a reply, it's been a pretty crazy couple of weeks with work.

    I've been trying to re-create your sample image in the Tiled editor but am not familiar enough with the tool yet to figure out the best way of how layers should be applied.

    Would you be able to make a map in Tiled and then save it in some form that I can open from Tiled on my end as well?

  • Glad to help Nazy!

  • Okay, here's an example with just image points and a single snake object: https://dl.dropboxusercontent.com/u/4714446/snake.cap

    Hope that helps! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

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  • Easiest method is image points/hotspots along the snake and LERP.

    Is your snake just one large sprite, or made up of a few smaller sprites (eg: pieces for head, body, body, body, body, tail) ?

  • newt yeah, but when C3 is only an editor upgrade I really worry about what options we will see. Ideally, I want C3 to have proper "multiple exporters" support/SDK even if HTML5 is the only official Scirra one, as this was one of the originally planned features for C2 when it was first being developed and announced.

    The unity conversion is going to be tricky in terms of logic, unless Mahdi71 basically re-writes each plugin in a way Unity likes and then interprets the game events the same way C2 might (still lots of work, but possible). But for real performance gain I'd rather just have a tool to migrate all my level and object data into Unity ready to go (animations and all) and then I will recode (code is fun! and PlayMaker and plyGame are there to ease the burden for people new to code).

    Time will tell! I will try to stay optimistic as this could really improve the number of developers making big games from C2 and hence the customerbase/players of C2 made games

    megatronx Yeah, at least not for big games, but the best thing about the new set minimum FPS event is that it can force 60fps slowing the game instead of skipping collisions/breaking logic

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Jayjay

Member since 18 Mar, 2008

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