chrisbrobs's Recent Forum Activity

  • It's definitely cool and interesting... sorta limited in its usefulness, though. Also, there's two things that weren't clear to me: 1) how do you create clouds? and 2) what's up with the phrase "control the mouse pressure" in the tutorial? I don't know what mouse you're using, but mine really only is either clicked or not clicked... there's no "in between," so to speak. Anyway, pretty cool stuff.

    1, The mouse keys activate the Paint brushes : You move the mouse to paint.

    Right mouse click (hold down) Dark green blocks

    Middle mouse click (hold down) Clouds

    Left mouse click (hold down) Grass and vines.

    2, "control the mouse pressure"    Bad description, I meant you can create different effects depending on how long you hold each of the buttons down...it takes a bit of getting used to.

    I agree, at the moment it is limited but i will improve it (more brushes)

    ROME WASN'T BUILT IN A DAY <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Drawing App (Based on Lucids 'Creepy ink' example)

    Ive been working on an Painting App to create game backgrounds.

    Its not finished...You can only paint Clouds, Grass and vines, and one type of structure, and you cant save your picture yet.

    I managed to paint these backgrounds in about 10 minutes with it.

    <img src="http://dl.dropbox.com/u/22173473/PIC8.png" border="0">

    <img src="http://dl.dropbox.com/u/22173473/2PIC.png" border="0">

    Download

    The download includes a basic tutorial.

    Work in progress

  • I dont know the exact reason, but this system is used in most of the 2d game makers i have encountered.

    Right is 0 degrees

    Down is 90 degrees (bottom)

    Left is 180 degrees

    Up is 270 degrees (top)

    Might be because, in most of early games (side scrolling) you always started off at the left of screen of screen, pointing towards the right? (So the default angle right is set at zero)?

    If you want your bullets to always fire a certain direction, you could put them all in a 'family' and use something like:

    + System: Always (every tick)

    -> Bullets: Set angle to 270

    This would make the bullet fire up.

  • Ok gotcha,

    The framerate is dropping because the image is being loaded continually. Adding a "trigger once" to your condition will fix it so that the image is loaded only once every time picture overlaps frame. You could also just use "on collision" instead of "is overlapping". Also the wait actions are not necessary it will work fine without them.

    -------------------------------

    Already tried all the above before i intoduced the frame?

    It wont load the first image(takes about 3 tries)

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  • This is Brilliant. <img src="smileys/smiley2.gif" border="0" align="middle" />

    I admit to being a weirdo !

  • You want to be able to drag the images only on the frame object, right?

    This should do it:

    + Text: [negated] Text is "" (case: No)

       + System: frame at (MouseX,MouseY)

       -> ImageManipulator: Load image Text.Text

       -> ImageManipulator: Resize to 128 x 128

       -> ImageManipulator: Copy image to sprite picture

       + System: Always (every tick)

       -> Text: Set text to ""

    I haven't found a way to get the file location before the file is dropped, so you can't have the image previewing before the drop.

    ---------------------------------------------------------

    Thanks for the reply

    "You want to be able to drag the images only on the frame object, right?"

    No........The frame object doesnt need to be there. I just added it just to help me solve my problem?

    Basically i want to do the following :

    1, Run the app

    2, Drag a image file into the app window.

    3, On drop, the image manipulator loads and displays the image.

    I created the following events:

    + picture: picture overlaps frame

    -> Wait: Delay 100 ms

    -> ImageManipulator: Load image Text.Text

    -> Wait: Delay 100 ms

    -> ImageManipulator: Resize to 128 x 128

    -> Wait: Delay 100 ms

    -> ImageManipulator: Copy image to sprite picture

    ON DROP..... the image loads OK...........................BUT THE FRAMERATE DROPS (AND STAYS) AT 20 FPS.

    Adding " -> frame: Destroy " as a FINAL EVENT stops the Framerate drop (it must stop a loop ?)

    Am i making sense ?

    --------------------------------------------------------

    "I haven't found a way to get the file location before the file is dropped, so you can't have the image previewing before the drop"

    This part not a problem.

    <img src="smileys/smiley5.gif" border="0" align="middle" />

  • To create the hinge between ball and ball2, you could use:

    + ball: On collision between ball and ball2

    -> ball: Create hinge to ball2 (image point 0) with stiffness 90

    -> ball: Disable physics collisions with ball2

    (You might not need the last line?)

    Heres an example

    Cap

    These events are not needed, but i added them help with the visual.

    + MouseKeyboard: On key Right arrow pressed

    + ball: overlaps ball2 : offset (1,1)

    -> ball: Add force (ball[Physics].VelocityX+240, ball[Physics].VelocityY-240)

    + MouseKeyboard: On key Left arrow pressed

    + ball: overlaps ball2 : offset (1,1)

    -> ball: Add force (ball[Physics].VelocityX-240, ball[Physics].VelocityY-240)

    Hope this helps

  • You could use:

    + MouseKeyboard: On key Right arrow pressed

    -> ball: Add force (ball[Physics].VelocityX+240, ball[Physics].VelocityY-240)

    + MouseKeyboard: On key Left arrow pressed

    -> ball: Add force (ball[Physics].VelocityX-240, ball[Physics].VelocityY-240)

    1, If your ball is using 'Physics', you need to apply the same behaviour to the floor(and/or walls)...or they wont collide.

    2, Also set the floor to 'Imovable' to stop it moving.

    3, If your getting too much bounce, just playaround with the values.

    Example cap

    Good luck

  • The only 3D program I use is 'Cybermotion 3d designer' (3ds and obj)

    I dont think you can create 3d objects with Spriteforge, from what iv'e read, it makes 2d sprites from 3d models (you can do this with Cybermotion)

    Blender imports and exports Wavefront obj models that Construct can use.

  • the one that represent the grass and the one that represent the water...

    Solution:

    Dont give the 'grass' and 'water' sprites the 'platform' behaviour.(this is used for the player)

    For wall and floors, you only need to enable the attribute 'solid'(a tick box in sprites properties)

    --------------------------------------------------------------

    Edit

    These are the event lines you should use (after removing the 'platform behaviour from the water and grass)

    + player: overlaps grass : offset (0,6)

    + System: Trigger once

    -> player: Spawn object grassparticles on layer 1 (image point 1)

    + player: overlaps water : offset (0,6)

    + System: Trigger once

    -> player: Spawn object waterparticles on layer 1 (image point 1)

    Heres the CAP file:

    link

  • Which 2 sprites are you refering to ?

  • Could be done in a number of different ways....Have you got a screenshot you could post?

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chrisbrobs

Member since 10 Aug, 2010

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