sqiddster's Recent Forum Activity

  • It's not really a problem that can be solved with maths - the whole issue lies with the fact that we can't get the vertex points /collision position in the event sheet.

  • You should contact Scirra directly about this, and they should sort you out.

  • Hmm... sounds like a very interesting conundrum. I honestly can't think of any good way to do it. This almost seems like an engine limitation.

    I don't prioritize a debugger as it's not hard to make one yourself. That doesn't include the stepping, however...

  • RandomExile ah ok.

  • RandomExile an average score of 350 seems very low to me. Are you taking advantage of the wall jumping?

  • RandomExile heh, I don't know if I can do that (don't know anything about screen recording etc). Keep in mind that this game is just an experiment and any game balance/fun/fairness is purely coincidental ;)

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  • RandomExile I've found that it's mostly intuition. However some play philosophies help you avoid trouble. i.e. it's tempting to just fall and move right all the time, but this is very dangerous. Moving up and right is a lot safer but takes more skill to do quickly.

  • The only possible way I think this could work with mobile in C2 is if you get really deep into the 'pure mathematics' and learn about celluar automata. Even so, there's a good chance it wouldn't work. I'd probably suggest using another language for this project.

  • Hmm... this kind of game is actually pretty hard to make efficiently in C2. I'm sure R0J0hound or Yann will have some genius idea but I can't really think of a good way to do it.

    Are you aiming for mobile support? If not, you may be able to get away with one of the inefficient methods I'm thinking of.

  • You basically have 2 options:

    1. Manually recolor each sprite in Photoshop or something, then save these as individual animations for each unit.

    PROS:

    -Works everywhere.

    -Little negative performance impact (provided you are within memory limits).

    CONS:

    -Extremely laborious.

    -More laborious the more colors you want

    -Not very maintainable

    -Uses up a lot of graphics memory.

    2. Use a WebGL effect (Adjust HSL or Tint)

    PROS:

    -Easy to do

    -Uses little graphics memory

    -Very maintainable

    -More color choices than you will ever need

    CONS:

    -Doesn't work everywhere, only works where webGL is supported.

    -Shader effects are hard on the GPU, especially at high resolutions

    I would roll with the second option, but if mobile development is important to you that may not be an option (although option 1 won't be very viable either as phones have very limited graphics memory).

  • Doing this only works when you have the Web Audio API, which is not enabled on all browsers. If it's enabled, I think it's something like audio.playbacktime("tag").

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sqiddster

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