retrodude's Recent Forum Activity

  • Have you tried to place to them all in a container yet?

    Any tricks to moving Animations from one sprite to another?

    I made a bunch of separate sprite animations, and realize now I need to combine them in one instance. It would save a lot of extra work.

  • Spriter itself is useful for making animations which can then be ported into .png frames and then imported to C2, which would run on all frameworks either way.

    But lucid, I was wondering if there's a way to create an animation and get all 500-1000 frames. I noticed the .png export creates an animation based on your keystrokes (so if I use 40 keystrokes, the png export makes 40 image animations).

    Is there a way to add keystrokes without readjusting my image? Or export all 500-1000 images into .png files?

    *If you confused about what I said just tell me

    > This Spriter looks amazing!.one question,will a game using the plugin,be allowed submission to the Scirra arcade?...Thanks.

    I haven't discussed the arcade itself with Ashley, but once the plugin is further along and it's fully integrated with C2 and stable, it will be packaged with C2. At that point I'm assuming submission would be allowed.

    > will the use of Spriter based animations cause any issues with exporting to various platforms? Windows, Windows Phone, iPhone, Android, etc...? Or using frameworks like CocoonJS or PhoneGap?

    Unfortunately, I haven't had much time to research or tinker with C2 as far as CocoonJS or PhoneGap yet, but Spriter plugin is essentially an object that acts as a complex behavior on several other objects. I don't see why it shouldn't be possible to make it work, if the built-in C2 objects work.

  • This should work

    Did you give the walls solid behavior and set the planet to bounce off solids?

  • On you very last event, When planet is on collision with side wall,

    Have you tried

    "applying impulse towards position".

    If you set the impulse to 5 and the X to 50 it kinda gives what you want, I think. I can try a bit later to think of a better way unless you have already found out how to.

    Hmm, after some further testing this doesn't quite work. It does cause the planet to bounce around for much longer so it's good for the time being, but ultimately I'd like to be able to figure out how to have the planet move at a constant speed like the asteroids in "Asteroids", and other games like that. The game takes place in space so there the objects should never slow down, so there seems to be something I'm missing about how physics objects work in C2.

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  • Hi guys! I was trying to make a game with the character movement of Don't Starve and all that. If you don't know what the game is, look at this: youtube.com/watch

    Okay so I have the random forest generation down, but I cant seem to get the player moving correct. This is what I have:

    Bevar in the Wild! CAPX

    Apparently what I have doesn't seem to work well. Can someone check it out?

    Look at these two images:

    Step 1:

    imageshack.us/photo/my-images/546/tree1w.png

    Step 2:

    imageshack.us/photo/my-images/843/tree2a.png

  • What I wanted to do, is have that weird type of gameplay where he can go behind, next to, or in front of the trees. I think you can do that with layering and stuff.

    You need to right-click on the tree sprite in construct 2. Then go to the toolbar on the left (the one with pencils and erasers). On the bottom of that toolbar the last icon that looks like some lines and circles, click on it. Its the set collision polygon icon. From there choose parts of the trees you dont want to be solid.

  • Yea your right, my bad. I had 15-20 tabs running and for some reason it dropped my performance on firefox. On chrome it was much faster <img src="smileys/smiley17.gif" border="0" align="middle" />

    retrodude

    Rojo's latest example never drops below 30fps for me.

  • This might be worth a look-

    MarioKart

    Did you make that? That looks pretty amazing and its also written in java <img src="smileys/smiley3.gif" border="0" align="middle">. I was also looking through the source code hoping for comments, but unfortunately the author didn't provide the comments or give an explanation behind the pseudo code for a project such as this but its still something I'll definetly look into as well, thanks for posting   <img src="smileys/smiley4.gif" border="0" align="middle">

  • Wow AMAZING STUFF!!! <img src="smileys/smiley32.gif" border="0" align="middle"> I was already in awe of your vertical slicing method and was looking through that but it seems this example is more faster with rendering. Its good to know that its possible in C2   <img src="smileys/smiley4.gif" border="0" align="middle">

    now if only we could get the fps count to 20-30 it would have been perfect, unless my laptops the only one that's giving performance speeds of 8-10 fps. I'll be looking over the explanation on the math later this week because this looks awesome, thanks for posting Rojo   

    I found a good explanation on the math used for mode7 here:

    http://gamedev.stackexchange.com/questions/24957/doing-an-snes-mode-7-affine-transform-effect-in-pygame

    Here's a capx of it in action:

    http://dl.dropbox.com/u/5426011/examples16/mode7grid.capx

    EDIT: and one with a texture:

    http://dl.dropbox.com/u/5426011/examples16/mode7.capx

  • Jesus Rojo, how do you come up with the algorithm for these things so quickly? Also I'm curious to know how you were able to cut your image into 64 pieces. Did you use some kind of program or did you individually cut the image into that many pieces using paint,gimp, photoshop or some kind of paint tool?

    If you slice an image into horizontal slices you can position and scale each slice independently allowing for shear and taper effects. The drawback is a high object count.

    http://dl.dropbox.com/u/5426011/examples16/streetfighter.capx

  • I'm having some trouble getting enemies that are created by the system to be destroyed. Basically what I'm trying to do is have a platform full of enemies in a random formation when a button is pressed. I have provided a capx below of what I have tried.

    What I want:

    When spacebar is pressed the formation of the previous enemies on the platform are destroyed, and the same set of enemies are respawned but in fewer numbers and at different positions.

    Here's a capx of what I have tried to do: ***Change group "destroy" to activated and it should allow you to destroy the enemies.

    dropbox.com/s/ppel5eommt7n9pi/spawnsoldier.capx

    I tried to make it so when the user presses "M" the enemies are destroyed but that didn't seem to work either.

  • You will probably have to use the physics behaviour, although I think there might be a way without it but then again I'm not to sure how without physics.

    Someone will probably give you better answer. But I guess the logic would be:

    Event: if enemy is in collision with player

    ---> Action: enemy applies force to object(The Action is "Apply Force")

    I'll see if I can make a capx with it later and get it working unless someone already does it.

    Hello everyone.

    I am making an overhead game, and I just got down the health bar and the player takes damage upon collision with another enemy. But what I would like to know, is how do I make the player be pushed back away from the enemy when coming into a collision with him.

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retrodude

Member since 11 Oct, 2012

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