BluePhaze's Recent Forum Activity

  • arcgen what are you using to create the graphics? Inkscape? Are you creating tile sets, or bringing in completed pieces of scenery (castle sections)?

  • Most likely you are hitting the seems in the tiles and the issue is possibly related to the fact that you are not using a separate collision sprite pinned to your player sprite. If your player has it's own default collision polygon the shape may be changing during animation of the run and that will cause a lot of odd collision issues. Check the platformer tutorials as they deal with creating a separate collision sprite and pinning it to the player.

  • Pathfinder will use whatever the shape of the "passable" terrain is. If you have solids blocking in a circular or curved path, then it will follow that shape... but you will need to make them somewhat narrow to keep them from cutting corners and taking a straight line where possible as the logic looks for the shortest path around the solid blocks and a straight line is always shortest...

  • Make sure when bringing in your sprites that they face to the right. Construct 2 considers the right hand side to be the front of the sprite... also check your origin and any other image points you have created...

  • Your graphics will need to be handled in whatever app you drew them with. You don't get a lot of options for handling anti-aliasing, etc... you can do pixel art style stuff, but outside of that, you need to make sure you are drawing each frame the way you want it before you bring it in.

    Also, saying, I still don't get it and I didn't finish the tutorials that were suggested because I am assuming they won't help doesn't really get you very far.

    You won't get anywhere without putting in the work, experiment, do more tutorials, read the manual, etc...

  • For Final Fantasy type rpg's etc... you really don't need to apply this type of effect as it is going to cause some oddities with sprites that actually have details to them. The 3D effect is awesome here, but for an ISO overhead RPG, none of the old school ones had any type of perspective change when moving past objects.... usually they were just static Isometric buildings, etc... the difference being that you could walk around the base of them, or once you passed a certain Y coordinate in comparison to them, you could go behind them.

    While I think the above effect is damn smooth, my feeling is it will cause you issues trying to create more details sprites and also if you need to have solid behaviors, etc... since the collision detection may get a bit odd with the scaling... just some thoughts... very nice effect though!

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  • I am really trying hard to see the benefit of using it for the whole page. All examples I have seen of it so far look like early flash/frontpage sites where everything is just big boxes... You also lose all indexing, etc... of content... I just don't see any reason to use this as the main content of the site as opposed to using it for specific dynamic content in canvases on the page. That sport shirt site really drives home the point of looking like a flash site from 10+ years ago. Not sure where the excitement is on that one. I am going to use it to create a nice under construction scene on my site but other than that, I really don't think there is any advantage to using it for the main content, and there are many disadvantages using it that way. At the end of the day, you are putting more effort into it than the return will likely get you...

  • bilgekaan I would also go through the events and make sure there are no other events that set animation based on jumping or falling. Things to note here are that jumping is only the first half of your jump arc, once you pass the apex you are in the falling. So if you are not in the upward or downward position long enough it may not have time to play the animation.

    Also I highly recommend using a collision box sprite instead of the actual sprite for detecting the next to wall as your animation changes the shape of the collision polygon in most cases which can really mess with the next to wall checks.

  • Sorry, not going through all the hassle of downloading from there, post it to dropbox so we don't have to have popups all over and a timer waiting before we can download... that's just mean

  • bilgekaan Set animation isn't enough, you need to move the sprite as well. YOu can look at the tutorial in my signature for more detailed steps on implementing wall jumping...

  • On IE10 it seems to take 30 seconds to a minute to generate the map and I can see each phase of the process as it fills them in, numbers, them, etc....

  • Too much chicken soup on your soul leads to soggy pants...

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BluePhaze

Member since 20 Dec, 2012

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