roracle's Recent Forum Activity

  • <img src="https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-snc6/188895_1607175981148_1288626494_31358868_4065479_n.jpg" border="0" />

    This is the best one I could find that I could stomach putting on here. And I'm in a t-shirt. :P

  • I was an avid MMF2 user, been working with this stuff since K&P waaaay back in the day when it was put out by Maxis. I have to say that the basics of it hasn't changed much at all to be more inclusive for a modern workflow. C2 is lightweight compared to MMF2, and seems far more powerful. I think the one thing that makes it nicer is that it's fully compatible with every platform that has an HTML5 rendering browser.

    Being able to include event sheets has made the process very very streamlined. I love it more than anything for size sake, and keeps code cleaner on my end.

  • Oh so we have to post here for the badge? That makes sense. :P

  • Okay I just posted a really long reply and it took a while and I was logged out. Is there a problem with log out times? I mean, I'd rather log out on my own and I don't see any options in the settings for that. This is annoying because this is a topic I know and wanted to help but now I'm just throwing my hands up because I just lost EVERYTHING I typed out.

  • Well I'm sure there are other ways of doing it. I usually wake up from my sleep hours earlier because my subconscious tells me how to do things. (or god or whatever you wanna call it). Luckily I know a few ways that will work just fine with what I had in mind.

    I'll just make a magenta colored version of a knife, blade, longsword, gun etc, then go to the sprites and draw the animations while making it "always set to image point X" and "always set animation to Player.AnimatinonName" along with "always set frame to Player.AnimationFrame"

    I'm going to have to make a new item for each one being used, but luckily I'm doing a Castlevania style game play, so shield and sword will only be used in combat (and when idle if it's the last weapon you used).

    And since I'm on the topic, is there any way of open sourcing this when I'm done so everyone can have a nice starting point to work with? I want to share this with others for rapid platform game development, but I don't know if my programming skills are good enough to ensure the fastest development experience. It's just a platform engine a la Castlevania (as I said) and not every animation is used, but can be implemented.

    For example, I have many event sheets (five so far) for all his actions and animations, that way to keep organized without going crazy, but should I eventually put them all in one sheet and put them in groups to save on any headaches?

    Sorry to sway so off topic there.

  • That's very good to know. I'll design my game around the concept because it seems very nice in many cases that aren't what I was asking about here, and I know they'll come in handy.

  • Yeah I was poking around with what I was already doing and noticed that as a valid option (and possibly the best, but I second guess myself). Thank you for your input, makes this decision easier. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I remember in MMF2 there was a way of setting a qualifier to various objects. This would be useful if you wanted to do specific things with certain items, but not others.

    For example, if you have various weapon types, and various weapons for that type, you could say "Qualifier Knife" or "Qualifier Unarmed" "Qualifier Sword" etc.

    This way, the knife changes depending on what you have, but since the character animations are all the same for each knife you get (the knives can be various looks and colors), it would be easier to say "qualifier knife equipped" then "set animation of qualifier knife to animation of char".

    I hope this was explained easily enough, and I appreciate any thoughts on this topic. If I've missed this somewhere, please tell me!

    Thanks!

    Rory

  • This is what I've been working on, I'm personally surprised at the speed this is running in full screen. Even with particles. The water effects I haven't gotten to work properly yet, but eh, it'll come along.

    scirra.com/forum/platformer-please-check-for-bugs_topic47285.html

  • I found this example and tried to implement it in C2, but with no luck. All that was different is that I had to do Array.At instead of simply Array, as C2 didn't take it. If there is a way of doing this in C2 I would be grateful in knowing.

    Link to example in forum.

    Also if there is another way, perhaps just a sine wave effect to the image itself that can go on and on to simulate waves (like a flag waving), that would be cool too.

    Thank you!

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  • Any reason to go around killing Nazi's! I just wish I weren't so out numbered. :( Other than the lack of life power ups, it's fun.

  • Hey Frag, thanks for checking that out. I think the "drops down for a brief second" thing is happening because of a general lag issue as the image points are set appropriately and plays properly.

    Also, I've been working by myself on this for three and a half weeks straight and will (eventually) get around to on screen display of controls. Which is why I put them on the original post here. <img src="smileys/smiley17.gif" border="0" align="middle" />

    Now, I've updated the game with higher res character sprites (and no longer invisible outline) and put in a few particle effects when using the steam or when swimming. (Which will most likely be updated later, this is a bug test, not an artistic critique, that will come later. <img src="smileys/smiley2.gif" border="0" align="middle" />)

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roracle

Member since 30 Apr, 2009

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