TRMG's Recent Forum Activity

  • Guys do any of you know how i would be able to craete a short video on the story of my game charector like in supermeat boy at the start there's a video introducing the story how do i make one is there any specal software please help me out

    You could make it in-engine (with C2) using a program like Spriter to animate the sprites or you could make it as a video with any video editing software.

  • TRMG I don't think there is a demo version for GameFlow.

    I would suggest visiting the official website here: http://www.evasiongames.com/gameflow and see how it works, also you can take a look at their roadmap here: https://github.com/evasiongames/gameflow/projects/1

    Great, thank you!

  • When C3 gets released- If C3's plugin abilities are as improved as people are led to believe, I would expect someone to make a 3d plugin for it to take advantage of whatever new features there are.

    But you probably will not want to wait until then.

    Disadvantages to visual scripting would be that you might not get all the flexibility you'd get from regular code. However if it is implemented well, that shouldn't be a problem, unless the engine itself has limitations.

    Yea, from what I've heard from Ashley, C3is still a ways off...

    Maybe you coud try the GameFlow plugin for Unity instead of Blox

    https://www.assetstore.unity3d.com/en/#!/content/14808

    The developer is really helpful and they have a really active facebook page <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Its not the same as C2 but its quite similar <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Thanks for the suggestion! GameFlow looks really promising.

    Do you know if it has a demo version so I could see how it is before I buy it?

    Also, I prefer video tutorials... Do you know any good ones?

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  • If you like C2's coding system, try using the Q3D plugin for C2.

    Unity is a very different engine to C2. It wasn't designed around a visual coding system like Construct, and you're better off just coding in C# for it.

    I tried using Q3D, but I couldn't get my head around it =D And since I haven't found that many good tutorials, I decided to give Unity a try...

    Are there any other disadvantages for using visual scripting tools other than usability?

  • The problem with visual scripting stuff like Blox3 for example is, that it does not really help you to understand unity. It just wraps unity's way of thinking and working into something other than written out code, but it is still the same code.

    It is therefor not super-helpful (imho). If you really need to go down the Unity road, the only way is to go all the way and learn it from the ground up, and if you do that, you don't need those visual things anymore. Just my personal opinion of course.

    I tried to learn programming with unity by following a very simple tutorial by Brackeys and nothing stuck to me...

    I'd like to learn the program with a C2-like visual programming element and maybe afterwards I would learn to code for it...

  • So I know this isn't technically the place for this -as it is mainly about Unity- but here I go anyway =D

    I have been using Construct 2 for about 2 years now and I love it! It gives me -someone who doesn't seem to get his head around coding- an opportunity to actually make "real games" and not just games from a few templates.

    Now I'd like to experiment with 3D games, and since C2 doesn't support 3D and Ashley has not expressed any interest in 3D for C3, I'm trying again Unity. This time I found about Visual Scripting extensions, but most of the ones I've seen don't have many good tutorials that I can use to learn them and look really different to how C2 looks and feels, so there would be quite a learning curve to them...

    So, do you guys know of a good one? And is there anything else that would help me get off the ground with Unity?

    Thanks!

  • I logged in yesterday for the first time in AT LEAST half a year. I plan to start designing again, so I logged in, anticipating the incoming gaming laptop I recently started saving for.

    I played some games, commented on some, checked out the badges, reputation, ect.

    A couple hours later I got back on and noticed I'd accidentally gotten a gold badge? Whoa!

    Except it was for Fanatic, and my page listed that I'd been online for 121 consecutive days!

    I gained 500 rep for it, but I think the real rep would be from reporting the issue. I don't know who to talk to about this, but maybe this is a good place to start.

    LightSide.

    From what I know Tom is managing the site, but he doesn't seem to respond to any post he's tagged in for some time...

    Maybe they'll fix this in the future, but at the moment their focus is mainly on C3.

  • Tag...

  • hey ,

    I am working now on a metroidvania sidescroller and having hard time with combo system. While I managed to get combo attack with different animations using timer, I don't know how to approach moving player's object to match with its animations' object.

    Will try to explain this more clear:

    For example I want my player to move forward while slashing with the sword ( with each attack it moves 1 step forward) , so I create the animation in wich player moves as he attacks, but what would be the logic to implement this ingame ? Was thinking to move player X pixels in the direction I need at but that would require to calculate the distante in the animation through trial and error a lot of times, and if it doesnt match it looks awkward and would be crazy hard to do this way when having air combos and so on. Any thoughts on this ?

    Why not have 2 sprites (one for the legs and one for the body), animate the body for attack and idle and the legs for running and idle, pin them together and when the player presses "space" for example, body- play animation attack; legs- play animation running; legs/body (depending on which you pinned to which)- move at angle (0- right; 90- down; -90- up; 180- left) (Nr of pixels)

    Like this you can have the player running (without attacking) without making another animation, and it's easier to make new attacks.

    Let me know if it works!

  • I have kind of work around (definitely not the best way) the collision polygon issue already but I still can't figure out the animation sprite solution. Surprisingly I can't find any tutorials or video that is remotely close to what I was working on. There's a high chance that I might be doing something wrong here. Would appreciate any advise or suggestions!

    What should we do to ensure the correct animation for our imported sprites? I can't seem to get my animated sprite to animate like it should be because of the different size every frames. If I attempt to set the origin point to a common part that I can find in my sprite, it's similar but still off and I can't do this for all my sprites since some of them have effects over the character and that break the common part that I found initially.

    Hey, when you export your sprites you could leave a pink pixel near one corner and after you set the origin point there, you can remove it.

    For the collision problem, if you navigate to "View" in the top left of C2, then check "show collision ploys" under the "Display" section, you should be able to see the collision of your sprites. This won't appear when you run the game, but you can at least see it in the editor. And if you want to see another frame, double tap the sprite and move that animation frame in the first position.

    Hopefully this helps. =D

  • Psst, badges don't do anything.

    this issue wold be very hard to fix, and rollback the effects, so if i know right, then Tom already disconnected the reward page from being logged in, so no more exp to gain, that means you can get medals, but not the exp.

    Ok then, thanks!

  • Can you post a .capx?

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TRMG

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