cincipon's Recent Forum Activity

  • mattb Why do you have *dt in the move block? I was under the impression that this was baked into the sprite movements?

  • Have you tried the "Trigger once while true" System condition?

  • Does anyone have any suggestions for a good workflow for making tile sets? Right now, I've got a main character spritesheet, and some placeholder collision tiles so my character doesn't drop into infinity. Functional, but sad. What's a good way to start making those placeholder tiles turn into beautiful (or ugly) art assets?

    I mean right now I open up photoshop, rub fruitlessly on my wacom, then close it because the blank canvas haunts me, and I can't even decide if I should make one little sad 32x32 pixel file at a time, or if I should try to somehow make the level whole cloth and then try to isolate and cut and paste something approaching tiles into a sheet from there.

    If anyone with experience has any words of encouragement, or better yet a solid workflow I'd be elated!

    --Until then, I will go back to crying into my tablet.

  • It looks like it would play Idle or Moving, since it does those whenever the player is on the floor and moving or not.

    As a quick test for you, you can put a condition on both Idle and Moving animation states: "Is playing To_Crouch" and invert it. This will likely fix it in the short run.

    As for switching the animations for walk, try setting a boolean instance variable, e.g. UseWalk2, and check it. Only play walk1 when UseWalk2 is false.

  • elegant!

  • docs.google.com/file/d/0B-6JjcHcczubZGc1RGtDbF9Dbnc/edit

    silkc2 Perhaps something like that? Though I am using the mouse object, It should work just fine if you swap out that with touch.

  • Sorry, I misunderstood you.

    Have you tried cloning your sprite in the project window? If you right click your sprite, select clone, and then drag the cloned sprite into your layout, that should be what you're after.

  • So that gif you posted looks like it shows a normal map attached to a sprite with an additional height map for occlusion. Imagine, if you are the artist, creating a normal and occlusion map for every single frame. That will be a huge timesink, even after/if you find a technical solution.

    For the shadows, you will be forced to raytrace to create some dynamic shadows. Good luck!

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  • scirra.com/forum/effect-2d-dynamic-lighting_topic59130.html for the normal mapping of 2d sprites.

    Also, check out the lighting capx that comes with construct2d. It's in the examples subfolder.

  • Have you tried looping the circle towards the line until they intersect, and then backing up one step?

    Perhaps you could upload a simple capx to illustrate the issue?

  • Sarah is ADORABLE.

  • Great! I'm curious to see what you come up with further.

    Mine isn't a perfect solution, but I think it'll be quicker to filter the output of 8dir than to build your own from scratch. Glad to be of help at all. =)

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cincipon

Member since 27 Feb, 2013

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