jeffige's Recent Forum Activity

  • Talk about throwing a monkey wrench...

    So how to wrap the sprites so the controls do not cover them?

    Is it possible to have a invisible sprite - 704, 540 and when the sprites are not touching that sprite to wrap?

    Dang, gonna have to work on this.

  • Asteroids is the game. The layout is 1280, 720. The window is 960, 540. Due to having the controls on the left/right sides of the window, i need the sprites to wrap in a 704, 540 size area within the layout window so they do not get obscured by the controls.

    I've been banging my head to figure this out but all i'm getting is headaches.

    Any help would be greatly appreciated and welcomed. And my sore head will be thankful, also.

  • *Figured it out. Even though i was running the layout in C2, Chrome wasn't refreshing for some reason. All is good now.*

    I noticed the tool tip in the audio "play" event box says -10 db is about half as loud, but i can not figure out how to enyer it.

    I tried a few variations of -10db, -10(db) and things like this but it still plays at full volume.

    Any help is greatly appreciated.

  • Thank you for the input.

    calming any OCD tendencies you may have.

    ~Sol

    Exactly!

  • A long while back it was said to keep the sprites just outside of the layout. Now i've seen some say keep them on a standalone layout.

    What is "best practice" today for the sprites?

  • Let's say i have 4 diffent sq's: red, blue, green, yellow. I want to randomly spawn 2 of those sq's of different colors. When each one is destroyed i want to randomly spawn 2 more.

    Is it better to randomly choose those sq's from a family, or from an animatimation?

    Also, are creating families only used to simplify creating events for those same kind of sprites?

    Thanks for any input.

  • Thank you all for the input.

    My layout is 1280, 720 with a 960, 540 window size. It's a top down view of space, ship and asteroids. The BG is black with 2 layers of stars and the top layer is just a bit brighter than the bottom layer.

    I think i will cut the star layers into 128 x 720 strips and once that "zone" is cleared, freeze the ship heading 90 degrees while playing the thrusters animation, randomly spawn and move the strips on their own layer from right to left.

    Or something to that effect. Now, all i have to do is learn how the heck to do it.

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  • I have the sprite starting at 0, 0 and would like to smoothly increase its size to 1.

    Right now i have:

    system > start of layout: sprite > set size to (0, 0)

    logo > start fade

    logo > enable effect "warp radial"

    system > every tick: logo > set size to (self.width + 16 * 0.5, selfheight + 9 * 0.5)

    I've tried many different things but the sprite either... doesn't stop growing or it snaps to the 1,1 size, which looks bad.

    So how can i smoothly grow the sprite and have it stop at its original size?

    Any help is greatly appreciated.

  • That might work. Thank you.

    Basically think of the top down asteroids. There is blackness and nothing else.

    In my game the 12 background scenes are created with different star patterns and different colors. I'd like to change the background to the different scenes as the game progresses to give a sense that the player is in a different part of space every 3 levels.

    And if i understand correctly, you're saying import the 12 backgrounds like an animation, so each scene has a different frame number. Then just load that frame number after the "screen flash". Right?

  • I'm working on an asteroids game (yes, another asteroids game) but i'd like to do things a bit different. Instead of having a single static background, i'd like to have several backgrounds to represent different parts of space. My problem is getting the players ship from background to background smoothly.

    I thought about just scrolling the background in but that would look cheesey imo. Showing the ship in hyperspace may be a good idea, but don't know how to implement that.

    Another idea would be to show a screen with certain statistics, like the time it took to pass the level, number of asteroids destroyed and times the player's ship was destroyed. I'd need lots of help with this, though, but then couldn't i just destroy that background and spawn the new one?

    Any input on this would be greatly appreciated.

  • Question...why can't you just destroy them once their off screen and respawn them later?

    I'm not at my laptop right now but i think you can pause them. Sorry, cant remember the exact event. If you get too many sprites that are still created off screen this may hog some memory.

  • I'm currently in the process of designing the assets for the game and i've been brainstorming how to handle the onscreen controls and the field of view for the actual game.

    I've seen a few mobile games that have the buttons near the bottom corners, but these can and do cover the ship and asteroids at times when they leave or enter the screen at those points. I've also seen some that have bars on either side of the screen that house the controls. The ship and asteroids actually enter and leave the screen a few pixels before the edge of these bars.

    So my question is, how do i design the area that the ship/asteroids enter/leave the screen without covering them up? My layout and window size are the same at 960x540. I thought about bringing the sides of the window in, so the actual window would be 704x540 and placing the bars on the sides. But i thought anything outside the window would not be seen on screen.

    I'm getting close to being finished with the sprites and start building the game, but i am really stumped with this. Any help with this is greatly appreciated.

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jeffige

Member since 28 Oct, 2012

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