Mystwalker's Recent Forum Activity

  • I was wondering just yesterday if it was possible to make a site in C2. I guess you answered my question. ;) Nice job.

  • There should be an undo button in the image editor or it should ask if I want to keep changes when closing the editor like in CC. I accidentally changed position of polygons points and I had to reload the whole project to revert it back.

    Huh<img src="smileys/smiley25.gif" border="0" align="middle" />

  • Awesome, thank you again.

  • Yeah, that is not what this is though. That's one reason why I found it strange that they would have included "Path Finding" in the name of that feature. I guess I will have to explain better? I know what Path finding is, and I guess that feature is Path Finding somehow. Gonna have to whip up an example. Thanks for all the info btw!

  • I think I read a while back, when C2 was just coming out, that it will be possible to export to other platforms other than HTML5. I am interested in .exe the most as I think the kinda games I make are kind of too much for a browser to take ( I could be completely wrong though). Just wondering, as when you start a new project in C2, the dialog looks like it's supposed to have more exporters other than HTML5.

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  • Thanks Tom. <img src="smileys/smiley4.gif" border="0" align="middle" />

    This came to my head after seeing the latest build of C2, where you can have custom collision shapes. It reminded me of this really cool feature I saw on a builder a long time ago. They called it something along the lines of Path Finding. I am an RPG indie game developer, I have used many 2D game makers in the past, though, C2 is shaping up to be quite THE 2D game builder. Anyway, among the builders I have used, there's one called the "RPG Toolkit", I played with it for a while, but documentation and support were not very helpful and it was quite buggy. Though it had this great map building related feature. Basically, you could pre-render a map in say, Photoshop. You could make the map/level entirely in Photoshop, then import it into the maker as a flat image. Once there, you could actually go around the shapes in the map, much in the same way you do this in the latest build of C2 with sprites, once you surrounded a shape with the mouse, you decided whether that shape was gonna be passable, not passable or it would over the player. The cool thing is that everything was a flat image, but in game it looked otherwise. I don't know how to explain better, I guess. And I cannot clearly remember the name of it, but it did have Path Finding in the name, but I will try to find the name of it. It was extremely easy to make levels that way, and maybe it could be done in C2, which I think would be a killer feature and a way to help making RPG maps easier to pull off, since these sort of maps often have lots of objects in them, and can be quite the resources hogger.

  • Where do you go to suggest new features for C2? Is this the right place for it?

    Thank you kindly!

  • Tile Map support as well.

  • Your going to have to be a little more specific.

    Without knowing exactly what you want to do, all I can say is check out the grid behavior. It has an option for free roaming.

    Sorry, I thought about explaining, but thought it wasn't necessary. But it sounds like what you recommended is what I need, but basically, NPCs movements aren't very complex, they just walk randomly about, towns, dungeon, etc. You usually approach them, and press a button to interact and is at this moment they stop moving for as long as the interaction continues, afterwards, they resume random movement. I come from a different maker, so I apologize if I have many questions, I am just trying to adapt to Construct, since I like it a lot.

    There's one problem I am seeing with this movement. The NPC only moves to to the right when I tell it to move horizontally. I set it to move horizontally at random intervals, but still only walks right. In the properties, the movement type, is set to "NPC". =

    Thank you! <img src="smileys/smiley12.gif" border="0" align="middle" />

  • Is there such a behavior available? I can make my own, but would really help if there was a behavior of the likes of that.

    Thanks!

  • Thanks alot, that cleared it up! SO I guess Sub-Animations would be Sub-folders for variations of a given animation. I guess it's just to keep it organized, but doesn't affect the workings of the game.

    Thank you a bunch again, you've been of great help. I dunno how to give rep. but would if I knew.

  • Ahh... It seems I still have a few questions about this object, heh heh. What's the difference between, Animations and Sub-Animations? I think I know what angles are, I think they are actual directions of a given animation... Say I have a Walking animation, I think angles are used to determine what animation should be used to when you are facing up, right, down or left. Is that right?

    To be more specific, I am working on an RPG game, and say I have battle animations for a given character. Now This character has: Defend animation, normal attack and some skill animation. Where do sub-animations and animations come in here? What should I use for different animations for one character?

    THANK YOU! <img src="smileys/smiley10.gif" border="0" align="middle" />

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Mystwalker

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