Space Ape's Recent Forum Activity

  • Beer always helps! C'mon man! :P

    I'm getting pretty fluent with Construct, but I can't do art to save my life. I end up searching the web for free graphics after struggling to draw some decent images. I like pixel art, but it always comes out looking worse than the original nintendo.

    I have a laundry list of game ideas, mechanics, and stories for games written out... no graphics to represent them.

    Maybe something is brewing here... ?

  • You could totally draw/paint by hand the entire level and use invisible sprites for collision masks. That would be pretty frakkin cool. I'm looking forward to see what you come up with... and I'm a little bit jealous as I can't make decent game art to save my soul.

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  • I get bored easily on my own long projects. I'm more of a prototype maker than a game maker ;p This could be the thing that helps me break that bad habit..

    Couldn't have said it better myself, dude. I get so <img src="smileys/smiley12.gif" border="0" align="middle" /> after testing a long project for the upteenth time that I lose focus and interest.

    Maybe we should organize a hyper-jam?

  • AnD4D : I tried opening the capx, but all I see is a random moving character with 1 animation, so I don't know what's going on with the problem you were having in the OP.

    Anyways, if the character is player-controlled, I'd consider tying the animation into what key is pressed for movement; if the character is computer-controlled with the bullet movement, try using the character's angle to set the animation. I don't think you need a loop to do this; set up the event normally to check the character's current angle and then assign/change the animation based on the result.

    Something like:

    character.is between angles 0-90 = character.set animation

  • Hey boggler!

    I don't know if this might help, as I haven't mucked with gravity too much, but could you use the y-coordinate of the moving object to determine how much gravity to apply? As the y increases, so does the gravity, and vice versa...

  • Hello kill0byte!

    Omega Race was cool; if you're doing something like that, best of luck man!

    As for your question, one way that might work (haven't tried it though) is to change the player's angle on contact with the boundary. If facing right is 0 deg, straight up is 90 and straight down is 270; when they contact the boundary, add or subtract 180 deg based on their current angle. If it's it too radical, modify the numbers to suit how you want it to look. Essentially, you want to reverse the direction of movement right?

    Another possibility: Do you have an invisible wall set up at the edges? If not, create a simple line sprite and set it to solid; you can put the opacity at 0 so it's not seen in the game or just set it to invisible at the start. If you have bounce on solids, the behavior should appear when the player contacts this unseen boundary.

    Take care, dude.

  • Good point, procrastinator. I think, maybe, that the lack of seamlessness might be part of the charm with using these type of hand-drawn pieces. You could certainly pull off a setting which looks like blocks or tiles (a grid?) and it might be downright beautiful!

    I also wanted to note that MS Paint in Windows 7 has a free-form selection tool which might allow you to crop around the edges of these images for cleaner import into the game.

  • Hello BadCerebral!

    I've experimented with this sort of stuff recently, so it's definitely possible. Scan it into your PC and save it as a .PNG file. You'll have to crop and make sure the image has the right borders you want to appear in the game. Once you add the graphic as a 'tiled background' in Construct, you can re-use it as much as you want (drag and drop it onto the layout) and rotate, scale, etc to suit your needs in the game.

    You will have to use some collision masks (like an invisible solid sprite) to make sure the pieces act as platforms. One easy way is to put all the invisible collision masks on a separate layer and make that layer invisible in the game so all the player sees is your artwork.

    I love the style, dude; there's something unique about hand-drawn images in a game.

  • Hello Vinians. What are you looking for with these bullets? Do they spawn on a trigger, condition, or at certain time intervals? Is it just a counter for how much ammo? I can think of a few ways to do it, but I don't wanna suggest something way off from what you're working on!

    Take care bro!

  • Well that's just fantastic! I was wondering if there was some official work being done on this one, as Ashley & crew are da bomb and I wouldn't trust it from anywhere else! (Does that score any brownie rep? :P)

    Seriously, thanks Ashley; I was very discouraged by the slow updates of Awesomium and the steep prices for licensing.

  • I'm hoping node-webkit gets some official support going on as Awesomium isn't free for commercial use... unless I'm reading their licensing stuff incorrectly. There's no point in using Awesomium unless you get a great deal on a license; coming up with cash for an exe wrapper isn't something I'm keen on doing.

  • Ribis - I got excellent performance with one game but there were less than 10 objects on the screen at once. Another game I ran with a lot more than that (100 or so) seemed to slow down significantly. The only other difference was in the layout size. Maybe it has to do with that size or the window size that's being scaled? I'll play around with some options as well.

    Good luck, sir!

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Space Ape

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