C-7's Recent Forum Activity

  • It seems pretty neat. Something that would make it stellar: have it follow zoom rates and scrolling like other objects in the game when placed on a layer so it could be made into the game world.

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  • Hah, that looks like fun! It's fun to watch, too, so keep it up!

  • Here's another shot from Courier. I finally have characters in!

    <img src="http://www.adamprack.com/materials/chara6.png" border="0">

    By the way, you can follow more news about Courier on twitter.

  • I love our IRC (though it has its dull moments :-P ). I've met and talked with some really awesome people, have gotten some good help, and the talk is generally pretty mature. I, honestly, haven't found a better indie game development irc yet--the rest typically devolve into phallic jokes and poor grammar. If you're on the fence, get off it and come hang out in the esper.net #construct irc with the rest of us!

    As far as the community goes, it isn't the biggest around, but its definitely active, and a lot of the individual posts are of a higher quality than you can sometimes achieve elsewhere.

  • And, as promised, here are the NPC's!

    <img src="http://www.adamprack.com/materials/chara5.png" border="0" />

    <img src="http://www.adamprack.com/materials/chara4.png" border="0" />

  • It's just as easy at runtime.

    Every Tick > Move Hairpiece Z-order to Head (in front), etc.

  • BluePhaze a mistake I made was not putting it in the Program Files\Spriter folder. Throw the exe in there and run it from there and it should work (so long as you've installed it outright at least once). Unless this is something different...

  • This is all fantastic news! Now, if only we could convince them to incorporate WebGL...

    So apparently Nintendo and Sony are both seeing that indies without giant corporate overhead may be a safer bet in the not-too-far-off future.

  • This is really fantastic stuff! And it all seems to really be coming together! You're fixing issues extremely quickly, and the multiple timelines are fantastic for adding more subtlety and freedom to my animations. Thanks a ton for this awesome tool!

  • Thank you very much everyone! This week has been about animating and adding NPC's throughout in addition to the two main playable characters (male or female).

    <img src="http://www.adamprack.com/materials/chara1.png" border="0" />

    <img src="http://www.adamprack.com/materials/chara3.png" border="0" />

    (you'll see the NPC's later)

  • So I'm not really sure why, by my SCML file just glitches all over the place in C2 at runtime. Everything is sort of close to where it should be, but the body parts jump around and it doesn't seem to play all the way through. An older SCML file of mine worked just fine, but this newer one doesn't. I'm using the multiple timelines now, which may be the cause. But I changed one of the animations so that every object was represented on every key frame and got the same results. I also added a keyframe at the end of the animation (MS 1000 for me), which seemed to improve things, but its still all over the place.

    I've e-mailed my SCML (and mentioned this on the BrashMonkey forums, but that comment is still waiting approval) so maybe you know something I don't.

  • This is a very simple and effective way to do this:

    -Create your player sprite, which I'll call Sprite.

    -Create an empty sprite (something small like 4x4), no fill... I'll call it Camera

    -Add the "Scroll To" behavior to Camera (the sprite).

    -One simple event:

    Every tick | Camera - Set position to

    X: lerp(Camera.X, Sprite.X, 7*dt)

    Y: lerp(Camera.Y, Sprite.Y, 7*dt)

    You can change the "7" to whatever you want. Bigger numbers are faster, smaller are slower. 1*dt mean it would take one second for the Camera to reach the Sprite. The game window will scroll to the Camera rigidly, but the Camera will scroll smoothly to the player (making the camera move smoothly).

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C-7

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