procrastinator's Recent Forum Activity

  • Yep, correct. It's just a single image with all the frames laid out in grid fashion.

    If you have 6x 64x64 images, you can lay them out how you want, 3x2 = 192x128, 6x1 (384x64), or even 1x6 (64x384) if you wanted. The importer just divides the image size by how many columns and rows you give it, thereby cutting the sprites precisely.

    Any art software will do. It's all about how the frames are laid out, the size of the image, and the columns and rows you give the importer.

  • The one what im trying to port was Braid's time rewind, isn't possible for HTML5?

    Of course it's possible ;) Instead of replaying the array forward, you step backwards, but it does come with complexity since you need to save time delays, animation frames etc.

  • If memory serves, your capx from before showed you understood them fine. What is it you don't get?

    Or are you looking for things to show their use? Like for example what you asked there, procedural generation with arrays? If you don't understand arrays, then you'll have a hard time with something like that, as you'd be trying to learn 2 things at once... unless you already understand PG.

    Let's start with what you understand about arrays eh? ;)

  • haha I'm only a PRO at procrastinating. You're welcome though. Glad it's what you wanted!

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  • Yeah but you say your player disappears, so it sounds like something is up with your events and would be very hard for someone to reproduce.

    Are you sure you don't have the space bar assigned to do something with the player?

  • To keep it working with physics, set velocity is your only way really, apart from apply force which you've tried.

    Sprite Set Velocity to (Sprite.Physics.VelocityX, 9.1) would apply gravity.

    Gravity with events is essentially the same as set velocity, except physics would be messed up (collisions and whatnot).

  • Would be better if you could post a capx so we could see the problem.

  • See if this helps..

    BEAMS

  • Ah just tried it. Yeah you're right, it doesn't work.

    What about the setting the Y velocity? I set it to -8.3 and it's so slow it's not noticable.

    Sprite Set Velocity to (Sprite.Physics.VelocityX, -8.3)

    Works nice in my little tester. Don't know if that kind of hack helps in your situation though. But it does stop the shaking.

    Then when you want gravity back, don't execute that event.

  • Sorry, forgot about this thread as I don't pop into this forum much.

    I think you've named them all yourself ;p

    hmmm off the top of my head there's -

    Cannon Fodder (probably fits under RTS movement since you click and your soldiers go to where you click, right click was fire if I remember correctly)

    Breakout / Arkanoid (move the bat with the mouse)

    Racing games like Super Sprint on Amiga

    Turn based games like the old XCOM

    I can't think of anymore right now..

    Just search youtube for top down 2d games... should give you a variety ;)

  • Are you using physics or..?

    If you post a capx, it'd help us understand the problem better.

  • Here you go..

    It's Magic!

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procrastinator

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