Mike at BrashMonkey's Recent Forum Activity

  • if ths falling, stop falling, if its rotating, stop rotating, if its going upward, stop going upward, etc.

    I want to ...on event>>> pause any physics applied to a sprite

    and on another event>>>restart the physics

    make sense?

    this could be used to pause a game to allow a custom menu system,or to pause and unpause specific objects.

  • Hi,

    Sorry, total nube to the physics stuff...

    I have a sprite set to have physics...works great...

    But I want to pause its physics and restart them..how do I do this?

    thanks

  • I'd imagine most modern software assumes you want filtering when you rescale something...It doesn't sound like a bug, it just sounds like its doing something other than what you want...

    I'm new to C2 myself, so maybe someone else can be more help, but I think you want to make your game based on a low res window size like 320x240 and then have the game enlarge at run time WITHOUT filtered scaling... I'll report back if I get the time to figure out how to do this.

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  • What about programs that convert html5 apps into other "run-times".. does not Phone-gap convert html5 code into native Android or IOS programs? (or is it more like a "packaged" html5?)

    Could someone not right a converter that turns html5 into PC .exe files, Xbox apps, etc?

  • Thanks much for the link Kyatric. :)

  • Awesome, While you're at it..I looks like Construct 2 fails to save the "parallax in editor" option, meaning if you've got many levels with many layers, its really tedious to reset all of them to scroll properly in the editor every time you reload. Can this be fixed too?

    thanks :)

  • Hi everyone,

    I've tried searching, but can't find an example of how to create the rubber band sling-shot type of controls to launch a projectile like in angry birds.

    Can someone point me in the right direction? I know I should be looking at physics examples, but can someone point me to the right physics example?

    thanks

  • Hi Construct2 people.

    I've purchased Construct2 and LOVE IT! Asside form the super easy and intuitive "eventing", I really love the WYSIWYG frame editors, ESPECIALLY the feature (Which I had requested in Construct Classic.)wher you can check "parallax in editor" so that each lkayer parallaxes in the editor at the same rate it will in the game...removing the guess work and trial and error from level design!

    But PLEASE make the same true for ZOOMING. Can you make it so zooming in and out in the frame editor will reflect the "scale rate" as well as the Parallax? Then it will truely perfectly match the game itself and allow for us visually minded people to reaqlly get the most out of the frame editor with the least fuss and no time wasted.

    Thanks

  • I just got mine!

  • I'm in the same boat.. purchased a few hours ago, but no emails...hopefully they will arrive soon.

  • Hi declan_gage

    The animations are just demo animations.. users can create whatever animations they want with spriter...explosions, dogs, spacehips, hippos, whatever they imagine, moving however they imagine.

    It would be very easy to use this breathing animation as a base, clone it and create several variations within Spriter, for several digrees of fatigue or damage.

    Also, the Spriter plug in allows for complete control of the rate of playback for any animation, so you could easily make a run animation actually play faster or slower depending on the actual movement speed of the character.

    This is just the beginning. :)

    Fantastic work Lucid!

  • Hi valdarko.. Spriter's Charmaps feature is for doing what you say...for using the same animation data, but pointing images from one folder to images in a diferent folder to swap out the appearance of a character, weapons, armor, etc. You can also hide stuff too..

    For instance you could animate a character with a cape, but use a charmap to hide the cape at first...until the player earns the cape in game...then you simply un-hide the images from the cape folder.

    You can see a video explaining how char maps work in the current Spriter here:

    Subscribe to Construct videos now

    But yeah, as Lucid was saying...eventually you'll be able to replace a "limb" with an actual construct spriter for ultimate coltrol.

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Mike at BrashMonkey

Member since 16 Oct, 2010

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