Yanen's Recent Forum Activity

  • > I bought this a couple weeks ago. So far it seems interesting, but I have a question.

    >

    > Is there any way to texture an object using a texture generated at runtime (instead of just files that are pre-imported?). Specifically, is it possible to use a texture from CanvasSnapshot? Like, let's say I wanted to let the user draw an image, and then plop that texture on a cube. How would I do that? I've tried just putting CanvasSnapshot into the "Load an image file" event, and it doesn't give me the "File not loaded" error I usually get when I don't specify a correct filename, but my texture doesn't show up either

    >

    It is so easy...Just like 2D

    Lol, yeah. I just figured out that what I was trying to do is actually possible, I just had the "Emissive" material setting wrong so I was unable to see my texture

  • I bought this a couple weeks ago. So far it seems interesting, but I have a question.

    Is there any way to texture an object using a texture generated at runtime (instead of just files that are pre-imported?). Specifically, is it possible to use a texture from CanvasSnapshot? Like, let's say I wanted to let the user draw an image, and then plop that texture on a cube. How would I do that? I've tried just putting CanvasSnapshot into the "Load an image file" event, and it doesn't give me the "File not loaded" error I usually get when I don't specify a correct filename, but my texture doesn't show up either

  • Heya,

    So I'm working on a game that involves playback of recorded sprites (based off of the example in this thread here: scirra.com/forum/replay-like-meatboy_topic61661_page1.html). The original example is great, but I'm interested in adding to it. Specifically, I'm trying to figure out how to make it playback bullet objects spawned from the player sprite.

    I've gotten it to save and playback the location of bullets using arrays similar to the ones already in place for the recording of the people sprites, but I'm finding that some bullets go missing during the playback. Additionally, there's some weird stuff going on at the top of the screen (bullets flying around up there during recording/playback), so I think something is wrong with my array.

    I have a capx file here, and you can take a look at an online version here. Move with WASD, shoot projectiles with SPACE, and jump off the edge of the screen to trigger playback.

    Anybody know what I'm doing wrong? I'm particularly interested in what R0J0hound thinks, since he made the original one

  • Can anyone give an example of how you would do that with an array? I have a similar problem, but I don't really understand what you mean

  • Articles like this are why I find Gamasutra essentially useless. There wasn't a damn substantive thing in that mess, it was a rant from someone who's angry for really no reason

  • This is really cool. I had a similar idea myself, but mine was for a strategy game (so it was more like Frozen Synapse). Using this is in platformer is something completely new as far as i know. The only thing that might get a little frustrating is calibrating the Wait timers, because it involves some trial and error, but i think the idea itself is definitely fun. Also, what i'm calling "trial and error" may translate into "fun" for somebody else; it was pretty fun watching the little dude get splattered when i messed up.

  • So i've been working on this some more.

    I got it so that multiple bullet positions are stored, BUT i'm now having a problem where the recording of the bullets doesn't match the recording of the sprite (the bullets fire out of sync with the sprite's recorded positions).

    Anyone have any ideas about this?

    Here's a demo: http://dl.dropbox.com/u/64045180/TBS/index.html

    ENTER starts the recording

    CTRL fires bullets

    SPACE plays back the recording

    Meanwhile, here's the updated CAPX: http://dl.dropbox.com/u/64045180/TBSTest2.capx

  • I'm working on a turn based game that works as follows:

    1. You enter your unit commands, and the game makes a recording of the movements

    2. Your opponent enters their unit commands, and the game makes a recording of their movements

    3. Both recordings are played back at the same time, hits/unit deaths are assessed/etc

    I've figured out how to record the movement of a unit sprite that is static (ie starts on the layout at runtime). What i'm having trouble with is recording the movements of created sprites like bullets that need to be created after the layout starts.

    I think i'm not understanding how you would target a created array. Right now in my capx, the "bullets" array is the one that stores the movement of the bullets when they are fired. The trouble is, with only one "bullets" array, i can only store one bullet's position, so i need to create multiple "bullets" arrays (one each time a bullet is fired). How do i get access to these newly created arrays in the actions?

    Here's my capx: http://dl.dropbox.com/u/64045180/TBSTest.capx

  • Yanen

    Sample capx

    If you disable the action:"Force update symbol array", the condition:"On get symbol" will only loop 4 times to get all symbol on the board.

    Hey, thanks for the reply. That clears it up

  • Heya,

    Can you post an example of the "Force update symbol" action being used? I'm trying to use it because some symbols are getting left behind unmatched, but I think I might be doing something wrong

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  • I've been kicking around an idea for a top-down shoot em up, but it's going to require a splitscreen effect similar to the one Yann made here on this thread. Basically, i need something that works similarly in that it splits the screen when the two player characters move apart, and rejoins it when they are nearby.

    I thought I could just modify the code for the example CAPX Yann linked to, but apparently it's a little more complex than i thought. For a platformer, the code works great, but when you switch to a game that needs to move in the Y direction too, it breaks.

    I have a CAPX here that's hopelessly broken. It is, of course, based on Yann's excellent platformer splitscreen example:

    CAPX

    If i'm close, i think i've figured out that i need 2 canvas screens (one for each player)? I might not be close though.

    Another way i was thinking of that might work is just figuring out how to do a Y-axis (up and down) split screen, and then combining that with an X-axis (side to side) one somehow. Would that actually work smoothly though? For example, the game that I'm working on would need smooth 360 movement. Would i be able to get away with doing a "if player2 is moving up or down, use THIS form of splitscreen" and a "if player2 is moving side to side, use THAT form of splitscreen"?

  • Ohh ok i get ya.

    Thanks for that example, that clears it up

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Yanen

Member since 25 Feb, 2012

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