Reflextions's Recent Forum Activity

  • Or just make the cart a bullet and set angle of motion to (Zipline.Angle+45) ...

    Well the zipline isn't just a line, here, I drew an example. I would have this over the actual object(s) he ziplines on. I suppose I would be able to do it with a bunch of individual objects, but is their no more efficient way?

    Edit: I tried what I just said and it look horrible, the player just glitches around to each segment.

    You don't need to check for collisions every tick. At first, sure, check for the inital collision with an invisible sprite at the start of the zipline. Then if collided with that sprite, set a variable "isOnZipline" to true. Disable platform behaviour. While that variable is true, then move at angle. Until it collides with another invisible sprite at the end of zipline, then set the variable to false and enable platform behaviour. Should dismount automatically using the gravity from the platform behaviour.

    Right, but what you said with the angle seemed a bit off.

    <img src="https://dl.dropbox.com/u/44188718/Help/zippy.png" border="0" />

    Thanks for all the feedback!

  • Sprite - Move at angle angle( ziplineStart.X, ziplineStart.Y, ziplineEnd.X, ziplineEnd.Y )

    Have some invisible Sprite placed near the end of the zipline too, for when the player collides so they'll dismount.

    Easier said than done I know, but I hope you get the logic ;)

    I don't quite get what you are suggesting, I currently have the player set to player.X + 5 and zipline.Y + 5 every tick while colliding w/ zipline but it's clunky and inaccurate, rather than spamming the object could I have it switch image points?

  • I've been messing around a while but can't achieve what I want. How would I go about making a zipline in a platform game? I'm trying to have; the player to be able to use it, the player speeds up the longer he rides it, it automatically dismounts player at the end and player can manually dismount. I've put put an image point on his hand but don't know how to make him follow the zipline. Should I use a bunch of combined sprites or just make separate ones for each zipline?

  • I'm no pro but, I think maybe when you start the game it checks a server then adjusts the stats for time passed.

  • Still having this issue! <img src="smileys/smiley3.gif" border="0" align="middle" />

  • >

    > > I've done this event for 3 times, next friday will be last :)

    > >

    > >

    >

    > What was your experience?

    Nice, it's part of exercise

    Something flew over my head, do you help with it or have you taken part?

  • I've done this event for 3 times, next friday will be last :)

    What was your experience?

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  • If construct 2 is to be continued to be taken seriously I think you oughta consider another full time developer. You may want to keep it small-team based but I feel it would be far more beneficial. The main problem would be financial, which I have no information on.

  • Thanks everyone for their replies, I am testing on a 4th gen ipod touch, IOS 6 and a very powerful pc. I took into account all your response and information an reworked it. Now the only thing occupying the screen is the black gradient bg. The sacrifice for this of course, is many, many, more objects. With the new project, I saw almost worse performance, as the system is trying to spawn new objects and move them all so much. Look at many other apps and they can accomplish this style of background fluidly. I am still unclear as why it will not scale properly. I do not see this being a viable development platform for any game of this style <img src="smileys/smiley11.gif" border="0" align="middle">

    Here is the new project:here

  • Before I go ahead and crack down and make the purchase I threw together an objective app to test C2 performance on IOS. I got an average of 4 FPS, with 13 objects. And that's simply a background, no input, audio, physics, player objects. Furthermore the scale to fullscreen isn't working (I built it for iphone 5 resolution and it should scale down to the other iphones/ipods). With results like these I don't see how I can use this awesome software to accomplish my results. I'd put up the source and ask someone to export it to phonegap or appmobi or cocoonJS but I feel like that will violate some term or something (Can I do that?)

    So here's the test: Test

    What are your mean average frames?

    Can my concerns be addresses and (hopefully) put to rest?

  • Good luck with those percentages ;)

    Honestly I'm not quite sure where they shoul be. What would you recommend?

  • I am looking for skilled artists able to contribute to a mobile game with high potential. The game is a free 2D endless platform game with in-app purchases and plans to implement social features. I am aiming for a publisher, and am confident we will be able to obtain one, while they will take a portion of the profits, they will push the game to place it needs to excel in the app-store. We will be working with a 1136x640 window size (Iphone 5 resolution).

    What I am looking for:

    Character Artist

    -Fluidly animate and design player character. Eg; Running, Jumping, Falling

    -Create various costumes for said player

    -Create in game objects such as arrows, planes, and clouds

    Background Artist

    -Design multi-layered, tiling, themed, backgrounds such as jungles, castles, or a city.

    -Create tiled platforms

    Graphic Designer

    -Build appealing buttons, and interface objects

    -Design app Logo, textual logo for game and studio.

    Compensation:

    I know both of our time is valuable, and this is a commercial game, so what's your cut? 7.5% of all profits will go to the art. This is a rough approximation but 1.5% toward graphic designer, and 3% to the other departments. Note that is not an an exact number yet, if you would like to be the character artist and design the app icon as well. I would actually prefer to have on person do all the above and if you do I will offer you a minimum bonus of the first 100$ of profit (I will raise the bonus in the likely chance of a publisher).

    Why work for this project:

    -This app is oriented toward the Apple Appstore, a very opportunistic platform. I'm very familiar with the kind of apps that dominate here.

    -I aim to work with publishers of some very successful games.

    -You get your name and experience in a published iphone app.

    -We get to make a game! :)

    If you are even slightly interested or have any questions please contact me! Here you can PM or you may email me at ReflextionsDevsce@gmail.com

    If you are applying please include some of your work. Thanks!

    Also if you are interested, the music will be supplied by Kubbi

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Reflextions

Member since 8 Aug, 2012

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