Miu3's Recent Forum Activity

  • File: dl.dropbox.com/u/5214903/GM/pvsztests.capx

    Heres an example of a problem that i encountered and just cant seem to get it done right.

    Basicaly there are copies of "flame" sprites in two groups making a road or something.

    They are distinguished by manualy set up number in their "group" variable same like the "item" sprites (1 or 2).

    When the "enemy" sprite touches the "flame" sprite,its group number changes to same like the the "flame" sprite has.

    This way the group number of "enemy" should match with the group number of "item" sprite.

    The plan is to make active "item" sprite and shoot only when the "enemy" sprites group number matches (think of a game like plantVsZombies).

    Test1:

    With event1 the "enemy sprite is positioned to the mouse so by overlaping the "flame" sprite the plan works just fine and the "item" sprites respond as they should.

    Test2:

    But when you toggle event 1 and untoggle event 2, you spawn with left and right button "enemy" sprites that move left over the "flame" sprites.

    By overlaping them,it is suposed to give each "enemy" sprite its group number 1 or 2 and by that activate the "item" sprite to shoot inmediately.

    This turns out to be very buggy and uneffective with custom movement and bullet behavior.

    In otherwords,the game doesnt respond the same by overlapps by the two methods in event 1 and 2.

    Is this a problem in programming maybe or my plans for the project just wont work this way?

  • try custom movement behavior to move the "boxes"

  • Very fascinatig, it would be splendid to see more of the progress :D

  • i see...well sorry for the idea then, i guess ill have to avoid round objects ^^;

  • Hello again

    I was wondering if it would be posible to include in future an option of creating curves with the collision polygons?

    I believe this could at some points help to avoid using too many polygons in a sprite and would be especialy good for round objects.

  • Hello

    Im not sure if this has been already requested but is there a posibility to add more options in event sheet for sounds than "On"" ended"? (it recognize the specific sound by its set up tag, right?)

    Im working on a adventure game that got sofar the functions sketched and id like to add voices to it when the characters talk but online play may cause the sound delay because of the load time and wont match the animation anymore.

    I was thinking that conditions like "Is "" loaded" and "Starts ""playing" could help especialy to make the animation match to the recording or help the game to load before leting the player to next level and so on...

    Heres my WIP where you migh notice it on three spots (trashcan,two roads up)

    dl.dropbox.com/u/5214903/GM/advtest/index.html

    The sounds respond faster after the first delayed try

  • Hello, id like to try make a adventure game genre type, something like Monkey island3 but i cant really figure out how i could make the movement of the character when i get to a path that turns into other dirrection...

    Example sketch:

    i67.photobucket.com/albums/h314/Miu3/pathrefsketch.jpg

    is there maybe a way to deal with this?

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  • makes me think of what I did on another capx

    http://dl.dropbox.com/u/23551572/C2/verticalMovingPlatforms.capx

    Indeed, too bad it also has its problems on vertical moving slopes but great example you made as always :D

  • Heres a very simple example how to deal with the jumping issue on vertical moving platform.

    The action in event2 requiers precise number in pixels, depending the height of the platform and the player but that should be posible to figure out in lees than a minute by playing with it.

    File: dl.dropbox.com/u/5214903/GM/vertical%20platform%20movement.capx

    Note: not good for slopes!

  • I have been working on a basic puzzle game where i got to a point that i believe it is a bug.

    The player got platformer behavior, a basic doublejump made with velocity and "jumpPower" variable.

    The yellow light sprite spawns confetti when player collides.

    Heres the problem...

    When i try the game in chrome and let the player collide with the light sprite after making a doublejump, it causes the player fall trough the solid object.

    dl.dropbox.com/u/5214903/GM/water%20challenge.capx

  • Very Nice I love the smoke effect that appears after the fire! <img src="smileys/smiley4.gif" border="0" align="middle" />

    i think this post belongs in "your creations" forum though?

    Maybe.

    I personaly prefer posting more finished work there while I see this post like all the other HowDoI topics. I just instead of giving questions share directly one of many posible "ansvers" that I come up with :P

    Miu3 thank you for sharing!

    Youre welcome ^-^

    Thank you very much for sharing. This certainly inspires some great ideas.

    I was actually just working on a game and thinking "I need to think of how to make Snow, Fire, Rain, and Fog" and this is going to give a great stepping off point for ideas.

    Thank you!

    Youre welcome, I do hope it helps to get some ideas :)

    The only downside of it on my laptop atleast is that all these effects may slow down the game sofar I have noticed.

    Cool effect. Like your other examples, this one's been added to the how do I FAQ.

    As far as I'm concerned, the "your creations" part of the forum is more for finished/full games.

    Specific examples like this one belong in the how do I forum since it is more technical oriented.

    Iam glad to hear the examples may be useful enough to add them to the list :)

    Thankyou!

  • This is a example of imitating the particle system where i gave all the element sprites a bullet behavior.

    I made almoust realistic looking snow, fire and rain that interact with the player.

    I made a large use of the system expresion "random" in this wich was a big help.

    Example contains:

    -basic description

    -one spawning sprite that spawns 3 different elements

    -snow that attaches to the player and then melts

    -fire that burns the player and causes the player to smoke

    -rain with two different ways to set its position to spawn. It also bounces off before its destroied and same like snow it puts down the smoke when player is burned

    File:

    dl.dropbox.com/u/5214903/GM/Snow%20water%20fire.capx

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

    EDIT:

    Heres a new file with leaves and confetti effect included

    The leaves make the player burn loonger,changes into darker leave when "burning" and got a sine behavior while in air.

    The confetti makes a exploding effect and randomizes its look of the pieces in frames from one animation before it falls and bounces of the player, giving it a more funn look to move trough it.

    I also modified the rain so it creates the droops from specified distance.

    I didnt add extra comments though since i find moust of it to be basic event functions and moust of it is explained in the existing comments of this example.

    File:

    dl.dropbox.com/u/5214903/GM/particleImitation.capx

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Miu3

Member since 12 Apr, 2011

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