whiteheat's Recent Forum Activity

  • For true pixel art, I find Graphics Gale to be my favorite program. It's free and its built-in animation editor is pretty user friendly.

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  • Looks very nice! I noticed you can continue jumping while still in air, but that's an easy enough fix. Good job!

  • Yeah, it sounds like you've pretty much got it now. Dt is enormously helpful, and not just for running games on slower computers. My last project had a lot of timing-sensitive sections, where a safe path to the player only opened up when certain elements were aligned. Without dt, there'd be no way for me to ensure that all my objects/enemies/whatever were moving/operating at the exact same rate, so there'd be no way to guarantee that they'd all line up they way they needed to so the player could make their way through.

  • Hmm... You're probably looking at dealing with arrays. It's a little more advanced but very useful once you get the hang of it. I'd start with these pages.

    scirra.com/manual/108/array

    Good luck!

  • My current project is pixel art based, and as far as I'm concerned there's no better program for that than GraphicsGale. It's interface is a little idiosyncratic, but it's free and has pretty much every feature I'd want from a pixel art program.

  • The tutorial qantip suggests is a very good one. All that guy's pixel art tutorials are worth reading. Basically, it depends on how much detail you want to put into it. I'd also recommend looking at the following:

    angryanimator.com/word/2010/11/26/tutorial-2-walk-cycle

  • Hahaha, it seems this is how my forum posts always go: I post some kludged-together method I busted my butt figuring out, and then some more skilled and experienced user shows me a simpler, more efficient way to do the same thing :D

    Thanks keepee, it's how I learn!

  • Hmm... I think the only way to make this method work is to use a "For Each" qualifier, so Construct checks for each object individually. The only problem there is I've found For Each loops to be fairly draining on CPU, so it may not be worth the effort. Someone more experienced than me may have a more valuable opinion, but that's what I've found.

  • You have to create a formula that allows the randomized number to be negative. I did something similar, like this:

    (For this example, lets say our pixel range we're trying to spawn within is 50.)

    Spawn Object at ((player.X + (int(random(100))) - 50), ((player.Y + (int(random(100))) - 50)

    Since the random number will be between 0 and 100, when it subtracts 50 it gives us a value between -50 and 50. Hope this helps!

  • I'm not sure what kind of movement you are using for this Sprite (Bullet, Custom Movement, etc) but it sounds like you need to use the "Set Angle of Motion" event, not "Set Angle" which only rotates the image.

  • Thanks ROJOhound! This method looks like the perfect solution for me, but there's still an issue with having multiple lasers -- namely, in event 1 when it sets the laser's position to the emitter's, it sets all the different lasers' positions to the same emitter.

    I'm gonna have to break down and learn how to pick instances by IIDs, aren't I? Dang, I've been putting that off because it makes my non-programmer's brain hurt...

    EDIT: Never mind, I made a simple mistake. It's working almost perfectly! I'll have to futz with the numbers to make it behave just the way I wanted, but this is definitely the solution I'd been looking for. Thanks so much!!

  • I really hope somebody can help me with this, it's been driving me crazy and completely preventing me from making any progress on my current project.

    Levels in my game have lasers scattered throughout the environment -- if the player gets hit by a laser they take damage, but if a moving platform gets in the laser's path it blocks it so the player can advance. Pretty simple stuff, really. Basically, the lasers should start at my Laser Emitter object, and extend in a straight line until they hit something -- a wall, a moving platform, or the player. (In case it wasn't clear, I'm talking about instant-hit lasers that span the entire distance between where they start and end, not bullet-style "laser blasts".)

    I started out using SamCartagenaPR's Laser Gun Effect method (try it here or get the .capx), but it's not quite perfectly suited for my purpose. The good news is that my lasers will never need to rotate or change direction in-game, which should simplify the necessary events.

    The bad news is I can't for the life of me figure out how to make it work with multiple lasers firing simultaneously. Worse, even with just one laser going the game's performance takes a significant hit, slowing the framerate by almost half while the laser is on-screen.

    I found a forum thread that addresses this exact issue, except it's in regards to Construct Classic. I'm not a talented enough event-programmer to figure out how to apply that info to working in C2.

    Like I said, I'm at a point where I can't really continue designing my game until I get this issue figured out. I really appreciate any assistance you all might be able to provide.

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whiteheat

Member since 22 Nov, 2011

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