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  • This is an awesome tool for beginner artists who want a consistent art style!

    I wonder... using your tool could you export a sprite and add it to the tool dynamically as a new object?

    Thanks for the kind words. The system is based on frames of an animation and the save system is based on that - so outside resources would either not show or break the loaded files. This could be added for quick temp shapes (which would be ignored when saving).

    If this were to take off in some way to justify the time I suspect there would be a way to make two different save files - one with just the data and another with data+images.

    Currently I'm working on getting to those objects below which is the biggest hurdle for smooth editing. After the base functions are done I might look into this option.

  • If it's non-interactive just add a downward movement of some sort, if not do something like - Every tick: Width = DesiredWidth * Sprite.Y/LowestYItCanGet <== This is then a ratio between the current position and total height. So, for example, if your layout is 640 tall and the car at 640 should be 256 pixels wide and currently it is at 320 or so you do something like: Every tick Width = 256 * Sprite.Y/640 - which will be equal to 0.5, so your car will be 128px wide.

  • Other than that I would make the instructions clearer, preferably with a simple illustration (say, of your little guy running through the waypoints) and a different color scheme - dark yellow on dark green is hard to read.

  • +1 for a rep - otherwise often these plugins disappear forever as their makers lose interest or hosting or clean their dropbox folders. It would a nice move from the Scirrians to support those who help expand their product.

  • Just do something like: Width < LargestSizeYouNeed ==> Width=Width+dt*128 <== adjust this for speed. Height = Width (if it's not square adjust this with a ratio).

  • I would like to chime in with setting an Angle for the 9-patch - that would really come in handy.

  • Well, we are looking at a 2D plane so it's going to work on the Y axis anyway. What you could do is add an instance variable, say SpawnY and then add a check when Sprite.Y is > SpawnY - you know it has hit ground and should explode/damage other things, etc.

    Than just make your projectile move in an arch by using whatever - bullet and rotate behaviour or bullet + subtracting from y every tick or just making the movement yourself.

  • The built-in particle system is quite limited - with sprites you can do all sorts of interesting things, such as scale them, rotate them, etc. This lets you make more realistic effects, such as billowing smoke, etc.

    I wish the built-in system was better, this has been brought up a couple of times, but I guess the thought is the same - "if you want better stuff just make it yourself" - as far as I know performance isn't really better or worse so might as well.

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  • Ok, being in portrait mode seems to really confuse it and that mission briefing is quite small. Also it is really dark for a tablet. But ignoring that on the third try it actually behaved properly And I was able to move the guy and so on.

    Have you locked the orientation to landscape?

  • More variety is always better, especially since it's quite easy to change it up a bit in your game.

  • This is on chrome. 2nd time it was all dark and when I could tap it instantly showed retry. So something isn't right.

  • Well, lerp is like saying "move 1% of current values towards this value" so over time that 1% becomes smaller, so it moves ever slower.

    This makes a nice ease in or out effect,but as you see can lack precision.

    Also using 0.01 is a bad idea, you should use dt or a form of dt/5 or such.

    You could use a 3rd party "move to" behavior that can be found here, I hear it's neat.

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Somebody

Member since 12 Feb, 2010

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