Tokinsom's Recent Forum Activity

  • Hey Ashley Sorry to bump but do you think this can be added soon? My team has been waiting patiently for over a month and it's getting to the point where we can't make much progress on our map without it. I don't like being nagged about it either ^^;

  • lol..The physics behavior is working pretty well with this, actually. All I need to figure out is how to get the ball to maintain a constant speed.

    Still open to event-only movements though, or perhaps something using the custom movement behavior.

  • Sounds a bit redundant don't you think?

  • I've been trying to make a ball movement similar to what you'd find in a breakout game and..wow, it's more difficult than I expected. Thing is, every example and tutorial I've found uses the bullet behavior which, unfortunately, is too wonky for an actual breakout game; the ball tends to "stutter" and teleport in tight areas and the bounce is not always accurate.

    That said, I was wondering if anyone has programmed or knows how to program their own ball movement with just events. I read through a few flash tutorials and came close, but I couldn't get an accurate bounce off the walls and bricks, just the paddle. Thanks for any help!

  • 1) TMX Importer (Can't make any of my games without it!)

    2) Canvas (Very useful for a number of things.)

    3) Sprite Font (Makes bitmap fonts super easy.)

    Would love to see official versions of these as they all have their quirks, especially with the latest C2 releases :<

  • procrastinator Well the player grabs the ledge every time now but it's not perfect.. your .capx might still be useful!

    Will check out the example soon, I have to update C2 first.

  • Got it working by removing some unnecessary conditions ^^;

  • Trying to figure out the best way method for ledge-grabbing. Currently I'm using a 2x2 detector and when it overlaps a solid, yet isn't overlapping a solid at 0,-2, the player grabs the ledge. Problem is it doesn't work well when falling at high speeds and sometimes activates when falling along a wall. I understand why..just not sure how to fix it :L

    I've looked at some examples around the forums but they seem to have the same issues.. Any ideas?

  • For C2 you'll want to use RexRainbow's .tmx importer to make your rooms/areas individually and dynamically load them via AJAX and project files (while destroying old rooms), then code triggers/doors and transitions in between. The minimap can also be created using Tiled. There are numerous ways to do it but this made the most sense to me..

    In CC you're probably just going to have to make your own editor, save rooms to an array, .ini, hashtable, etc. then load them dynamically as above.

    Sorry I don't really have any examples lying around...it's very complicated to set these up ^^

    Btw is that you, Mario?

  • Aha. I'm using a custom bitmap font so that would explain it. Not sure how that's supposed to work with the spritefont plugin though..What would the arrows be on the charmap?

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  • Ashley Thanks for fixing this in r125. There still aren't any strings for the arrow keys, however. Could you please add those in the next build?

  • To avoid performance issues from lots of tiles I paste the tiles into a canvas, then load the image to a large empty sprite, then destroy all the tiles & canvases..not sure you'd be able to do that for a minecraft clone though, since tiles are destructible. Might look into chunks. Disabling off-screen solids might help too.

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Tokinsom

Member since 6 Jun, 2010

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