Yarfapet's Recent Forum Activity

  • Couldn't get the first solution to work. Used the second and threw in some group disablers, let me know if that's what you wanted.

  • Was in a weird mood today and started making a couple of these

    What do you think? Sorry if they're kinda big, for some reason I can't get the image resize code to work

  • Ads, But I wonder who would click on the ads that came out once you died. And also on top of the screen to generate 50k a day so .

    IDK about Flappy Bird itself (Never played the original), but I know someone here posted a version (Lazy Rocket, I think) that had a shop, and if you clicked a button and viewed an ad, you got your money doubled for that round.

    EDIT: That, and some ad services are pay-per-view instead of pay-per-click.

  • Here's a sorta Capx version of what I was talking about, in case anyone is interested.

  • One thing I've always found very useful in both C2 and CC, and something I commonly do when I code, is exploit the Event Cycle. That is writing code that take advantage of the fact that nothing gets drawn on screen until all the events are done and that said events are always executed top to bottom. For example,

    If you write an event like this

    Every tick set Object Y to Self.Y+8

    And lower/later in the event sheet write an event like this

    Every tick set Object Y to Self.Y-8

    Then the player won't see anything change on screen BUT everything in between those two events will act like the object is 8 pixels lower on screen then it appears (and you can also do it with other things like disabling and re-enabling collisions, so collision events in-between ignore certain objects). This can be super useful when dealing with plugins and behaviors that have limitations like a lack of precise origin placement (Most non-sprite objects) or object picking (Custom Movement's "Push Out Solid" Command), or want objects to be in different states at different points in a tick (Like increasing enemy sizes, and thus collision areas, when dealing with their collisions against each other, but otherwise want them to be normal sized).

    And of course you can turn this inside out so things on the outside (Including the player and I think behaviors) see the change and things on the inside don't.

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  • As far as collisions go, it seems like unless you needed ultra fine collision detection, something like a cube, sphere, or capsule shaped collision area would work; and since (as you said) you'd probably make something that gets treated as 2D, you could probably knock a dimension off that and be left with something much more manageable given everything else.

  • made of gold

  • So this just popped on my sub list on YouTube and I though it was a great little piece on the chemistry of addictive gaming

    SciShow: Why Did People Love Flappy Bird?

    Subscribe to Construct videos now
  • I tried setting up a scenario like the one you mentioned and couldn't get anything like you mentioned to happen. Could you please post a capx?

  • Is there anything other than Pyxel Edit that is actually free? I don't mind the $9 but not before I try it, and I don't see a demo link.

    graphicsgale is what I always use. Its free version is more than suitable for most pixel artwork, and it can output animations as a tilesheet.

  • There's already a word based one, for searching anyway It's in the events tab. But an object based one or one that allowed search and replace would be an interesting addition

  • You fake it with math, C2 doesn't support real movement on the Z-axis What mainly happens when an object travels across the Z-axis is a change in size, and maybe (depending on the type of 3d projection) the ball gets displaced relative to the center of the screen.

    If you want just the former, have a formula like

    Ball Original Size* ((100-Z)/100)

    With Z increasing as the ball goes further forward, making the ball get smaller as it approaches 100

    To throw in the latter also

    Ball original position relative to the center of the screen* (100/(100-Z))

    Though I don't think this will be necessary in this case

    To go completely overboard

    Go here: en.wikipedia.org/wiki/3D_projection

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Yarfapet

Member since 6 Mar, 2010

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