jojoe's Recent Forum Activity

  • Oh yeah locohost, they will have to load the entire sprite sheet. You cant replace just a single tile with a tilemap.

    I just buckle down and make a sprite , and load it up with a loop. Sprites seem to be the most versatile as far as positioning and scaling. Every time i try using Backgrounds as my solution, I get boxed in with limitations. If you used backgrounds you would have to load every single time a card was dealt. With a sprite, it can all be pre-loaded into frames. Then the frame just switched to the right card face when it is needed.

    There is a function called LoadIcon in the example I gave you. You can see there where i load the frame, and then switch to the next frame. (then it loops)

  • Yeah! Tilemaps are much easier to deal with as far as loading lots of images. That is a great solution!

  • "But ultimately the cardSprite will eventually contain every card image in every frame in every instance of each card on the screen. So I may as well just start with a cardSprte that has every card image and then just switch frames based on the Xml data. it's no difference. Am I thinking right? " -- locohost

    You got it

    Yeah get 52 frames in an animation, then cycle the frames and load each frame url.

    You can change animations if you want too as you load the images, so you can break it down into suits or whatever.Might be easier to deal with later if the card animation frame matches the number on the card.

  • System.create the background tiles one at a time in your loop, then load the URL right after you spawn it.

    Or give them a instance variable like "Type", so you can choose which tile you load it into with a system.pick by comparison: background.Type="Thumbail" (or whatever)

    sorry my english is not so great

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  • locohost

    Use a background, or a single sprite and change the frames, the URL will load into the current frame,

    Backgrounds are the only ones that can have different images. Sprites can only have different images as different frames.

    Sprites can be scaled, but backgrounds can not, so it is up to your needs on what you pick.

  • "Someone must have made a plugin to load images from a local folder right? I'm searching... " -- locohost

    Ashley made an awesome one!

    Node webkit.... and drag and drop file. (it works for folders too)

    In your load from URL:

    NWjs.DroppedFile&"\images\PathToYourSprite\anotherPathToYourSSprite\YourSprite.png"

    Check the manual, there is a whole section on NodeWebkit, where it is explained very well. I am not sure if there is another way.

    You can also get the filename list, and loop through the names too, so you dont have to fill out the local path part at the end. (with a for loop)

  • Funny how black and white life seems to some people.

    So if you use Unity or Unreal, you cant use C2 anymore?

    If you start using another engine you need to burn your bridge on the way out?

    If you drink Pepsi, you can not ever drink Coke again?!?!?? (And you must list the top 10 reasons you switched on a public forum?!!?)

    I dunno... For 2D games Unity is a pain the the ass.

    *You need to make your own Atlas, which C2 does for you automatically.

    *Unity you have to specify the image type, the way it renders, and the compression it uses to save it on export, FOR EVERY SINGLE IMAGE!. C2, I just drag and drop.

    *Unity you need to buy other core elements like PLaymaker, Shaderforge, and maybe some AI.... C2 has webGL shaders built right in! A* AI, line of sight....etc...

    Anyway, even after learning C#, and PLaymaker, I prefer doing my 2d games in Construct 2. I only use Unity for my 3D work.

  • Check this out:

    Notice how the ball squishes, and stretches? You want to do that with your sprite's animation.

    Set the sprites position with a sine behavior, and use the ABS() so you get an absolute value... this will make it bounce rather than bob up and down.

    You can do the above with a lerp too but i am not in the lerp kind of mood right now. Ashleys Sine behavior is much easier to use.

    Now you just have to add a little to the sprites +X or -X for the actual movement.

    Press rightArrow ----> set Sprite.Position: sprite.x+1

    Press LeftArrow ----> set Sprite.Position: sprite.x-1

    Tweak the 1 for the speed, the 1 means 1 pixel per frame.

  • Charge an hourly or daily wage... They make their mind up much quicker when they are paying for your time.

    They will also make more of an effort to portray exactly what they want so you do not waste the time they are paying for.

    I do 3D and 2.5D artwork, and it is about the same way. They want you to work endlessly for free to come up with some masterpiece for their game, yet they are too $#%!ing lazy to even spend time sketching or describing what they want. Most of the time the work is to Par , but while you are working for free, they will abuse your time to the fullest extent possible. As soon as you set cash boundaries for them they decide on things really quick. Their art visions suddenly become LUCID.

    Ask them to give you links to song they like, and want you to mimic. Then you have at least a starting point. Ask what they like about the song. The instruments? The beat? They way it is uplifting or down beat?

    It is good to give them little time up front so they see who you are and how you work, but after a hour or so, start the meter running. Free samples are great to get your name around but you need to make sure your employer is serious too.

  • wmsgva

    Thank you so much!!!

  • Great looking plugin! I like your demo.

  • You should build a network of path nodes in your maps that the AI can follow when they are not alerted by the player. Sort of like a patrol route, of areas you want them to go.

    You can add a Line of site behavior to your zombies, and have it check for the player every few seconds.

    https://www.scirra.com/manual/163/line-of-sight

    Also, you can use A* pathfinding for the zombies to seek the player, and for them to follow the path node network you made.

    https://www.scirra.com/manual/154/pathfinding

    There are other pathfinding plugins in the Completed Plugin forums

    For the attack and patrol states, you should make a state machine.:

    https://www.scirra.com/tutorials/1139/h ... e-machines

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jojoe

Member since 29 Dec, 2012

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