Cherico's Recent Forum Activity

  • I looked at the links, but there's nothing i can use...

    I don't mean that snake-movement like "block-by-block/square-by-square"...

    I mean an worm-movement like in THIS GAME, just for example (real-time-movement *hehe*)

    Ans some examples from your postet links does not work anymore :(

    But thanks again for your fast answer and help!

    (and sorry again for my english *g*)

  • Ahhh....

    Snake...

    Yes...

    Thanks!!!

    All the time i was searching for Worms and i wonder, that i dont find anything... *hehe*

  • Hello Community!

    I used search, but i didn't found anything...

    (and sorry about my english *g*)

    How do i crate a Worm who's growing?

    Like THIS or THIS one?

    The worm contains the head, the body-parts (grows/adds body-parts) and at the end the tail.

    So how can i realize it, that between the head and the tail body-parts will be added, when the worm "eats" something?

    Thanks a lot!

  • Same problem, when object reached the end of the line...

    And an update to change speed and acceleration/deacceleration would be great!

    the plugin can be very useful to realize an tower-defense-game, but it's not nice when the enemys walk on an short way slower then on an long way...

    But: Great work! Great Behavior!

  • For example, here are 2 variations of some "tests" i create now.

    THE FIRST ONE uses sprites, wo are "growing" (okay, in this case i know why the framerate goes down when the object-counter reaches ~2,5k). Need a bit time to see the effect ;)

    THE SECOND ONE uses only background-objects - but when object-counter reaches more then ~13k, the framerate also goes down... :(

    In MMF, when i "create" an background-object, the frames don't go down...

    Is there a way to manage this in C2?

  • Hello Community!

    First, sorry about my englisch *g*

    Next, i bought C2 and i love it :)

    Years ago i used MMF (MultiMediaFusion) to create some... things... *hehe*

    Now i fell in love with C2, but there's one thing, that i miss.

    In MMF you could change things into a background-image, so it don't needs ressources anymore - calles "paste into background".

    Example: Animation of ObjectX is over = paste into background

    Means: When an animation of an object is over, an background-object of the last visibly frame will be createt on the same spot - and it don't need any ressources (great for permanent visible blood, dirt, bullets, corpses, whatever *g*).

    In C2 EVERY object needs power/ressources, i think.

    In one experiment i created sprite-object every tick, in another experiment i created tiled-backgrounds (blood-sprites, for example, that don't disappears). In both cases the framerate goes down when the objects counts more then 11k, whether sprites or backgrounds.

    Is there a way to create those "backgrounds" and save power/ressources?

    Thans and sorry again for my english (thanks google translate *hehe*)

  • I overseen that the player should run "over the edge" and not falling, so i changed my example - i hope it wors better (with custom-movement you can change it so that player can not jump, if you need)

    HERE VERSION Nr.2

  • It's not exactly what you want, i know, but maybe it will helps you...

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  • TRY THIS

    (sorry about my english in comments *hehe* )

  • Hello again, great community!

    Why does it not work, when i give the command:

    animation: on any finished = destroy object

    For me it meas, when "any" animation (also does not workd when i named an specific animation) is finished, so the last animation frame is reached, the object will be destroyed - but it does not work!

    The object will stay in frame and count also as an "active" object.

    (for testing i always make a text-object to "count" all objects)

    And another question is, is it possible to create an backdrop-object from an sprite-object?

    For better understanding: in MMF and TGF it was possible, to create an backgdrop- from an active-object like:

    animation is finished:

    • create backdrop object
    • destroy

    It means, when an animation is finished, a "backdrop" will be cloned from the "active", and the "active" will be destroyed - so it does not count anymore as an object 'couse it's destroyed, but it leaves an vestige...

    I hope you undertsand and sorry about my english (thanks google-translate *hehe*)

  • Edit: i get it ;)

  • It works absolutly great - very very very big thanks!

    But i have another problem...

    (sorry)

    When i build a tower near at the end of the road and an enemy reaches the end (out of screen - there he will be destroyed), the tower does not react anymore... As the thought "Hu... Where is he?!"

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Cherico

Member since 27 Dec, 2012

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