RayKst's Recent Forum Activity

  • Here's what seems to be the best way to do full physics platform movement :

    http://amazingretardo.simiansoftwerks.com/2010/02/17/platformer-character-control-farseer-physics-engine/

    I couldn't reproduce it in Construct though :(

    From what it says it is able to reproduce a mario style movement at some extent. It also auto rotates the character on slopes. But it uses some features that i think C2 doesn't have yet.

  • I'm curious : Why you would want to do that ?

  • Works perfectly here on Chrome 13 , IE9 and Firefox 6.0.1 (W7 64)

  • I'm anxious to see what people will do with Construct :D

  • Looking at it better it's very impressive indeed. Maybe the most polished game in html5 to date

  • One more very nice game made in HTML5!

    http://operasoftware.github.com/Emberwind/

  • IDM is a paid standalone download manager. Three options : You can go in Downloads -> Options - > Filetypes and remove the file extensions ex: OGG

    Or you can disable advanced browser integration on

    Download->Options->General . Or you can simply update IDM to the latest version. They supposedly fixed this inconvenient asking about downloading things.

    1. Image Editor

    2. Tilemaps

    3. Non uniform spritesheets(Frames of different sizes). That is, compressed spritesheets. Even more: Don't cut spritesheets into separate images. It's a good practice in opengl / direct3d domain but it applies to htm5 too i think.

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  • Yeah that was on Construct Classic. 3D on browsers right now is a mess. There's WebGL but it's support is pretty limited. Only Chrome and Firefox support it decently. IE won't support it, it appears they will do 3D with Silverlight 5 using XNA as expected. For Apple platform it seems there will be no full support of WebGL anytime soon. The best chance to accomplish multi platform browser 3D would be Flash Molehill, but that's another story. So we'll have to do with normal canvas for HTML5 for some time.

  • Yeah agreed. A behavior/plugin that used tweening, timeline, path motion etc would be great for games as well as banners and the like.

  • Ok, fair enough. For some reason i forgot the collisor technique, my bad. Thanks

  • Seems IsOnFloor doesn't work correctly when the sprite has frames with different sizes. The sprite collides on floor , isOnFloor is true, the next frame it returns false, then true , then false, then true etc...

    So it appears IsOnFloor is moving the sprite up and down indefinitelly.

    Example: A sprite has an animation with two frames one with 52px height and another with 49px height. When it collides in one frame IsOnFloor returns true than it changes the frame IsOnFloor is false , then true , then false and so on. If i force it to stay on frame 0 for example it works correctly. Hope my description is clear enough

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RayKst

Member since 22 Jul, 2009

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