BluePhaze's Recent Forum Activity

  • Anyways love Spriter and now that your here. Will a new C2 plugin be coming out with the next beta release? C2 could seriously use one.

    +100 on this one!

  • Great video, I am working on some tutorials covering advanced platform behaviors, and will post them once I am done as well.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Do a search of the forums (using the search forums box at the top of the page) and you will find many examples with Capx files. Here, I searched it for you: scirra.com/forum/search

  • Hello there, while I am still coming to grips with C2 myself, the best options I have seen so far are basing things on dt (delta time) which by default most platform behaviors should be. You can use dt to calculate the amount of time that has passed and base things off of it instead.

    Maybe some of the others here will be able to offer some better explanation on it.

    On a side note, I love spriter, great work! And just for my curiosity, is the game you're working on Nnar?

  • You do not have permission to view this post

  • Look at the tutorial for supporting multiple screen sizes as well. You don't have to build your game to a size for a particular device as long as it scales to that size without issue.

  • You need to look at the common resolutions of each device, there are more than one size for each. Your best bet is to test different sizes and scaling settings in your layers. This way you can make the game one size and have it scale to each of the other sizes as needed.

  • Hello All,

    I am toying around with adding some physics objects to my platformer mainly for some visual interaction (a mass of blocks falling on my character and bouncing off realistically). I don't want to have to redo the entire game in Physics mode so I came up with a hybrid scenario which seems to work pretty well so far but I want to make sure there are no major drawbacks to it.

    During certain areas of my layout, I want to have interactions with the main character where a bunch of blocks/bricks fall on them and bounce off/interact somewhat realistically. For those areas I have added physics objects (blocks, a bit of flooring, etc...) and have also pinned an invisible physics object that is roughly the size of my character to the main character sprite. This makes it so that the blocks bounce off the invisible physics object pinned to my sprite giving the effect I want.

    I just want to see if there are any drawback to this that anyone can think of?

    I was also thinking about pinning a physics object that emits a pulse when the player hits a button in case I want to have a scenario where the player has to uncover, or clear an area of blocks...

  • As these bits are still in Beta, most likely they are still working on it. I would figure that you will see tutorials on these when they have the next stable release (non-beta) that has these features fully implmented. Just a possibility.

  • That would depend on your game. What do you consider a level? The most basic way is that each level in your game is a new layout. Each layout has it's own objects, and construct has events to go to another layout. So you can have an event for beating the level, which then loads the next one.

    I highly recomend reading the manual and going through the tutorials section. And yes, it has been asked many times. The search boxes on the site will work wonders for finding the answers to commonly asked questions.

  • Hello PixelPalette, nice game, I like the dash mechanics. Any chance you could share a sample event sheet with your air dash logic? I am working on a multi-directional air dash and looking over how others are handling their air dashes helps me work through the problems I run into.

    Thanks,

    James

  • Hello there, you may want to look at posting a link to a sample caps file with an example of your current solution to give is a starting point.

    Another thought is to give the turret animation frames that handle the range of rotation. Set the origin point for the bullet at the top of the turret in each frame. That way to rotate you just cycle through the animation frames and the limits and angles are already taken care of. Just a thought.

BluePhaze's avatar

BluePhaze

Member since 20 Dec, 2012

Twitter
BluePhaze has 1 followers

Connect with BluePhaze

Trophy Case

  • 11-Year Club
  • x2
    Coach One of your tutorials has over 1,000 readers
  • x2
    Educator One of your tutorials has over 10,000 readers
  • Email Verified

Progress

14/44
How to earn trophies