mystazsea's Recent Forum Activity

  • cesarzevil....be patient..if you cannot be patient then...it is unlikely that you will ever be a good Games Developer....We, all spent alot of time studying and learning from others to get knowledgeable at this stuff.(RTFM!)..

    If you want instant god like intelligence, I suggest that you go and be a god...

    Right now it appears that you are, not at all interested, in a solution..

    Or..

    That the solution you wanted has not been wrapped up in gold foil hasn't been delivered on the backs of Nubian slaves whipped by brutal masters and then silver spooned into your greedy little fingers...

    if you knew what the solution was going to be ..then why ask the question in the first place...It seems that you obviously already knew what the answer was...Judging by your comments

    Several people have written answers and we all understand those answers...

    We understand it because we are listening and trying to understand it..

    I think you should try to do that a little more..

    Rather than saying that "no one has given you 'THE' Answer you were looking for...

    If we haven't given you the answer then just say "Thank you so much for your answer.." It's polite to the people who are taking time out to help you...

    Then re-phrase your question so that it makes more sense...

    Then be patient while people give you a better answer..

    If you still don't understand this then repeat the above questioning format until you do understand something... sooner or later someone will learn something...

    We are not gods...

    We don't know everything other wise we would have no needs for a Questions forum ..

    You might be all knowing..

    but then you wouldn't be here asking questions now would you..

    We, the people here,(trying to help you)are only human....

    So...

    Lets try to De-mystify your problem just a little shall we...

    Shed light on the situation..

    It seems you are still confused even after many answers along the same avenue....

    Ok

    Lets start over from the beginning..........            

    Your original post was...

    Quote cesarzevil

    "Hello, I hope you can help me. I wanted to do is that when the enemy is at a distance x comes to attack "

    First of all your question is VAGUE and misleading....The question that you defined is a problem in itself...we can only guess at what you mean...

    If you were to Define your problem better we can help you solve it much better and faster....

    Money wont solve your problem if you are unwilling to learn something new..

    isn't that why you posted your issue in the first place?.. to learn something new?

    I should hope so because other wise it is actually our time that you are wasting....we are trying to help you...but YOU need to tell us exactly what your problem is first other wise we can only make guesses the best we can.

    Everyone else here seems to understand the answers that have been given...

    Everyone but you....

    So unless you can explain to us properly what is wrong, no amount of help or Euros offered will get your problem fixed..Although throwing cash at me will always get my attention.. <img src="smileys/smiley41.gif" border="0" align="middle" />   <img src="smileys/smiley20.gif" border="0" align="middle" />

    You do understand that simple concept.. right?

    Fix your question, make the description of you problem as detailed as you can.. as you see it.....

    Then..other people can do their best to help you out to an EXACT degree.....

    I hope you can at the very least understand this...

    Get back on the horse and try again...

  • here you go...its not perfect but is alot better..I have commented on the parts I changed...as best as I could for now..Its very late here...last call for the day..:) just keep practicing...you will get there..

    http://dl.dropbox.com/u/46156996/test%20updated.capx

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  • What I tend to do it for certain really important scrolling tiles that need to look seamless..is to put a very small fade out gradient on one edge of the Seamless tile..but also allowing for the extra fade out...of course...much like the sprite "bleeds" for plants and flowers etc...by doing this you can overlap your tiles just enough and the "Gap" is not seen if you do your art asset correctly...nearly every professional company uses this "Edge Bleed" technique..its very clean and fixes so many problems .......also MeJustMe..In regard to your Sand dune sprite issue this technique works as well.....Use an Alpha blended bleed edge on all your necessary Parallax Sprites...This way Overlap is not seen at all.....and to get variation in your Parallax dunes...Make 4 or 5 sprites in such a way that they can be blended and randomized..Art Asset creation is as important to your game final design as every other part...so spend some time..figuring out a lego block approach to all of your parallax sprites just as you would for your...normal level sprites......

    What I mean is....This layout (which is only a teeny part of the Enormous layout) made up entirely of only These parts and a few extra Parallax Backgrounds & FX

    So as long as you alpha blend the edges you can do amazing stuff because everything blends into every thing else...Good asset creation is an Artform in itself...Practice makes perfect..

    If you are clever with your scene object design you can build entire world from only a few props..like the creative team did in the "300" movie..They only made 1 scene ROCK prop and just shot it again and again from about 30 different angles...very simple idea...same principle here

  • Yes there is......of course there is ..what it comes down to is how you want to do it.

    The basics of a system that would handle it for you would be..(hoping your friend understands Construct 2 Event sheets)

    You could use any of the following kinds of events..

    1- Use a Path node system using invisible waypoints that drop only when your player is moving and the following toons always move to the last one.

    2- Use the Bar or rope style Pin functions https://www.scirra.com/manual/99/pin    I would probably try that one first...and if you need more distance ..use an invisible helper sprite pinned first to add more distance..and either the Bar or Rope style.

    3- Build a more complex AI following Routine..using distance calculations and "is player moving" function calls..

    eg : is player moving then make character follow at distance x

    this may be your best option especially if you want them to look natural and have their own jumping/climbing functions independent of the main Toon..

    If you need more than those ideas..I will eat a bag of flour...one of these would have to work...

    On a side note I have nearly completed my Platform Enemy AI Example..Requested elsewhere in these forums... just for you Grumpymeerkat I might put in this feature as well cos I can see where it would be handy..

    and I am making the AI example as comprehensive as Possible...

    not long till its done...

  • ..well for the size of end file difference vs ease of programming..Id go with two separate sprite buttons..if only for simplicity sake ..don't worry about tying your head in knots about the small stuff...its just a button right?...for the sake of your overall game progress... do something and keep moving on...other wise you'll get nothing done..you can always change it later..:)

    I am certain there will be plenty of other stuff to break your neurons on later

    Iapsoi

  • Ok bscarl88 looking at it now..it appears you have doubled up on many things that are unnecessary ..I will fine tune the capX for you..its important what order you call your actions..as they affect the visual outcome...

    will get back to you soon..

  • Why not just add a Family instance variable called "Health" to the enemy FAMILY...

    Then when you hit the enemy instance set up an Action that subtracts half its Default Health on each hit..

    then use the Variable Health = 0 function call to change your animation to the right one...these commands are called every tick anyway so you don't really have to worry about the system missing it..

    The important thing to remember is to add a System "For Each" Enemy Family condition as well...this will make it work separately for every instance in the family

  • I tend to use an easing effect rather than locking...so use two separate events..

    Event 1

    1st condition-> player presses left,

    2nd condition-> if background angle =or <= 180 degrees

    3rd condition-> every tick

    Action-> rotate Isometric background towards required angle 1 degree

    Event 2

    1st condition-> player presses left,

    2nd condition-> if background angle >= 180 degrees

    3rd condition-> every tick

    Action-> rotate toward 180 1 degree..

    and of course repeat for the right side.

    It can also have an eased snap back to original position by removing the player presses key condition and setting the rotate towards angle to the original..

    by using rotate rather than lock its a softer feel and uses the less than or equal to functions..but it sound like you are only rotating the screen as a fake isometric rotation..you could always make a few version of the background art at various angles to get a more realistic view

  • Do you want it to be Animated? or a static image?

    if you want an animated one..try using the trail effect listed in the forums.

    static is possible if you use layers and layer masks set to additive or similar

    Try to be more specific in what you want..Everything is possible..you just haven't figured out a way yet..Einstein said ..he would spend 95 % of the time working out the what the problem was before he worked on the answer...so what EXACTLY are you wanting..

  • you could always apply Bullet behavior to the Sprite..and turn its speed to 0 but turn advanced collisions on...try that if it doesnt work let me know

  • Can you put a Fade function on the trail so that after a set amount of time it fades out and also check the destroy after fadeout so you dont accumulate artifacts...Try to make sure the trail is withing a Family and apply the fade to the Family instance Behaviors..that way it will be the same for every trail

  • If you post your capX or explain further might be able to help..... a little vague right now?

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mystazsea

Member since 14 May, 2012

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