Somebody's Recent Forum Activity

  • Fixed it for you - pay attention to "ELSE" position - it is important and also do not group the conditionals, like pp = 0 together with pp = 2 as in this case it will never trigger when one of them has the right value.

    Also, this is a good idea when doing something like this - run it in debug and watch the pp variable - how it changes after each click - that way you can see in which step something is wrong.

    Enjoy.

  • But I guess if I use a second invisible sprite for the "proper" movements, and then BunBun following it smoothly. hmm.

    I suppose it depends on how you have done it so far, but in my example it's easy as pie to add offset collision checking so it doesn't move into walls or obstacles and in-between keystrokes and such it will always end up exactly on the given coordinates thanks to that floor() function.

    It just feels much better (but that might be subjective) when you have smooth movement, even if it is smooth jumping between points.

    Just watched a video of original Rockford and indeed the hero moves in discrete steps - remembered it being much more alive, heh, but then it is 2015...

  • In some ways I would say a translated version would be a disservice to those willing to learn - take it as you will English is THE language for computing and, actually, for programming languages - "if" "then" "for" "while" - nearly all commands in a programming language are plain English words. So a certain understanding of programming concepts goes hand in hand with understanding a level of English. And while there may be less "programming" with C2, there's no less programming logic (as per the anecdote: "A wife sends her programmer husband to the store and says: Buy a loaf of bread, if they got eggs take a dozen" so he comes home with a dozen loaves of bread and says: 'They had eggs'"). Most of the tutorial content is in English, all the most valuable threads here are in English and, let's be honest - probably most of the paying customers understand English quite well enough.

  • Sounds like you do something like:

    Variable - pp (puzzleprogress)

    C clicked

    - If pp = 0 or 3

    - if pp = 0 then pp = 1

    - if pp = 3 then pp = 4

    else

    - pp = 0

    E clicked

    - If pp = 1 then pp = 2

    else

    - pp = 0

    D clicked

    - If pp = 3 then pp = 4

    else

    - pp = 0

    If pp > 3 - CELEBRATE!

    Something like that. There might be a more elegant way to solve this, but with a small puzzle like this, this approach should work.

  • Somebody

    Thank you for your review.

    I want to ask you, the jumpiness. The camera should not jump at all, that is my goal. BunBun do move in old school movement, but the camera should follow in smooth way. If it does not, please let me know.

    I meant the movement of the pieces and the player character - the way it jumps the whole width - I think there's a way it could be controlled and yet smooth - like this (the lousy framerate shows it badly, check the capx to see it as it should be seen):

    [attachment=1:6izy5fpq][/attachment:6izy5fpq]

    I made it using MoveTo behaviour - it's quite nice, here's the demo capx (turned out being quite simple):

    [attachment=0:6izy5fpq][/attachment:6izy5fpq]

    Interesting idea about the eating! I could try to add if it is not eating up cpu!

    It really shouldn't - you can easily get away with thousands of objects with playable framerates these days.

    The tube movement, do you want it to be faster while inside the tube? I could see if I could get up the speed without making it laggy.

    Or do you mean the animation itself. Well, yeah it is quite long I agree. I just feel like "wow I have made so many animation frames I want to use them" but if the consensus is that it is taking too long, then I should trim it down!

    I noticed the neat animation, but it could be sped up a bit - maybe down to 2/3rd of current length. Also the in-tube speed, yeah.

  • Add a sub event (under start of layout, not under the loop) and use the system action: Pick random instance?

  • Mammoth, your better off just having have the EventSheet system re-created in Unity.

    This seems to basically do that: http://www.hutonggames.com/

  • - this really reminds me of a problem I have been having with either C2 or the graphics card determining when to use mipmapped (downscaled) textures in a very wrong way. If you go into Project properties - View - and set Downscaling to low - does this still happen (on high-res mobile devices)?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I for one would hope he's learned not to listen to the vocal minority and continues to develop for the silent majority - at least until multiplayer has a much larger usage base.

    Something tells me that there were plenty of these "How do I make game X" people voting and then when it wasn't like this:

    [attachment=0:1wjw74g1][/attachment:1wjw74g1]

    They went "Oh, but C2 was supposed to be SIMPLE" and promptly forgot about the plugin.

    Listening to the silent majority might be hard as they are... well, silent. How about making a poll either rep-limited or licence-ownership limited and get some sensible ideas?

  • Make your own system, use arrays and save as JSON files probably.

  • Alright, thanks to R0J0's hint I fixed up another Shader - Flag (aka Snake)!

    Since we have some limitations it will work properly with a certain type of image, but when it does it's a rather neat™ effect.

    Added to the main thread.

    PS. Hey, TiAm - the game has either flags or snakes, right?

    PSPS. FISHIES!

    PSPSPS. Add a little sine for height and you can get some rather neat effects:

    What I like about this is that you get perfect seamless looping within the given time. So you could probably go crazy with the shaders - capture the result and have some neat looping animations.

  • Well, R0J0 has provided a solution - for some reason if the <extend-box-horizontal> or <extend-box-vertical> settings in the xml are beyond zero we suddenly work with screen/layer coordinates, if they are 0 we work with local coordinates.

    Perhaps Ashley could clarify why that is the way it is and if there is a way to use local coordinates, but expand the drawing area?

Somebody's avatar

Somebody

Member since 12 Feb, 2010

Twitter
Somebody has 2 followers

Trophy Case

  • 14-Year Club
  • Email Verified

Progress

15/44
How to earn trophies