PixelMonkey's Recent Forum Activity

  • I've been messing around with a gravity rotating platform engine over the last few days. The result seems to work alright, but it can easily be broken; you can see for yourself here.

    My question is, does anybody have suggestions for how I could make it more stable? I'm not sure how much of the issue can be improved without doing the movement from scratch. After all, the platform behaviour is hardly meant to work this way.

    Still, if anybody would be interested in giving me an opinion on this, you can get the capx here.

  • I was going to join in the last one, but ran out of time and decided I wouldn't manage to get anything good done by the deadline. This time I'm doing it, regardless of the expected end result. It should be fun.

  • I think this one has been posted around here before, but it's worth posting again:

    finalbossblues.com/pixel-tutorials

  • This sounds interesting, but I don't understand how they hope to get developers interested. If 'free games' is their main advertising push, and the thing is as hackable as they say it is, then developers may lose what little money the get from sales due to easy piracy.

    It certainly sounds nice, though, and I'm looking forward to seeing how it turns out.

  • Sort of. It can be done by exporting with PhoneGap or CocoonJS. These are still in beta, although support for them will likely improve quickly.

  • I asked, and it seems that Kyatric is right. The project is considered the source file, rather than the exported code, so I suppose that counts out using C2 for the coding phase.

    Still, the art phase sounds like fun, I might join in on this.

  • It will work with Platform behaviour, using the Set Vector Y event. For checking the vertical speed you'll need to use an expression like Player.Platform.VectorY, as there isn't a condition for checking the individual X and Y speeds.

    So like this:

    <img src="http://img7.imageshack.us/img7/3298/screencap01.png" border="0" />

    Just swap out Space with whatever you want as input (in your case, probably the mouse), swap Player with whatever object you have that needs the variable jumping, and tune the numbers a little to see what looks best.

    Hope this helps you.

  • Yeah, perhaps I should elaborate more on what the numbers actually do. =b

    The 10 is the speed at which the jump starts, so for a higher jump set that one higher.

    The -3 is the speed that it is set to to slow the jump. A 0 would stop the jump immediately, but it tends to look unrealistic for all movement to stop entirely. Also, putting in a negative value will allow you to have small jumps if the player releases the mouse immediately after clicking.

  • I tend to do this the same way the old Sonic games did.

    When the player clicks to jump, set the vertical speed to, say, -10. Then when they release, check to see if the speed is less than -3. If it is, set it to -3. If it isn't, don't do anything.

    You'll want to fine-tune those numbers a lot depending on different aspects of your game like sprite size and all that though.

  • The crop function reduces the amount of empty space around the image. It isn't doing anything for you because it removes transparent pixels rather than those with colour, I assume, so it thinks that the white is part of your sprite sheet.

    To get rid of the white you'll need to make it transparent in an image editor.

  • It all depends on your preference for the loading times, really. If you're willing to sacrifice quick loading times for more stuff, then Construct won't stop you. There are always things you can do to keep the filesize down, though, like using more efficient art. Cave Story is a good example of what would probably be quite good for this sort of thing, as its art uses very few colours.

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  • Heehee, this is hilarious. Good one guys.

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PixelMonkey

Member since 19 Feb, 2012

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