Zantium's Recent Forum Activity

  • AlexandreBelmont

    I still think you're trying to do it the hard way, or at leaswt differently than I'd do it.

    For your angled jump animation, just use an angled hit box to fit it and use that instead of trying rotate the existing one.

    Or, instead of using a separate hit box, define one on the animated character itself but stick to the rectangle still for consistent hit detection. This way you could change the hitbox per frame to exactly where you wanted it.

    Oh and on the origin point part for turning in the air, you can set the point differently for each animation frame. You can also add extra points.

  • Wouldn't you just be better having different animations for jumping and dashing and play those when appropriate?

    Also looking at your code, I wouldn't use the sprite as a condition e.g. 16-19 and 23-24. I'd use the player (Skip?) instead and the sprite mirrored/not mirrored/rotation as the action.

  • I'm making a space type game, sort of Lunar Lander/Jetpack/Thrust sort of feel.

    I'm going to have the ship fly inside a cavern for instance and it will take damage if it hits a surface too hard - none of this part is a problem.

    However, as I'm using custom movement, I can't work out how to get the ship to bounce off at a shallow angle when colliding. I thought about using the platform behavior but I couldn't get it working for flight as I wanted. I can get it to reverse direction to keep it out of the solid but it goes directly backwards and I want something more like skipping a stone on water.

    The inverse angle of impact would be ideal but it needs to work on vertical surfaces, or whatever the particular piece of ground may be angle at.

    Any ideas?

  • Zantium: Issue number 3 is something I'm also worried about. Do you have any proposals of working around this? Isn't this simply how construct 2 works, and that I simply need to optimize my sprites better?

    Tinimations - I've had a look through your CAPX and it looks to be the backgrounds that are going to cause you memory problems.

    FirstBackground is 1900x1900 for instance, the Chaser/s (not backgrounds) are quite big but there are a lot of Clouds at 1024x1952.

    I too wanted to draw nice big backgrounds, I mean it's not doing anything how hard can it be to process right? Ashley pointed me towards his blog post on the subject, very much worth a read: scirra.com/blog/112/remember-not-to-waste-your-memory

    When I was playing with C2 I had the idea of moving dynamic (morphing) clouds in the background in a platform game. To that end I "made" a dynamic cloud generator using the particle system. I'm sure something similar could save you a lot of memory as it can be tweaked using the same 2 particle generators to produce different effects.

    youtu.be/7SCnpf9zh_Q

  • Very interesting looking game there.

    Some observations from running it from an IT guy but not a developer of anything - yet;

    1. It could do with a performance monitor/hud output showing FPS and renderer used.

    2. It doesn't appear to use WebGL as there's no GPU usage showing on my monitor and even my little test games register on this.

    3. It spawns 2 instances of the .exe plus a Chrome.exe over 45-50 individual threads, together these use around 950Mb of memory just into the second area.

    4. The "defend all angles" bit is so hard I couldn't get any further to test how much this would grow by!

    5. I couldn't find a way to exit the game.

    6. On an i5-3450, performance was fine in game, the title screens looked slower maybe 15fps but hard to say without a monitor, this wasn't cpu or gpu bound though using 10-15% CPU (but no GPU).

    You may know all of the above already, but I test/troubleshoot system performance in my work and look for bottlenecks so maybe it's just something I'm used to doing.

  • thehen Seconded, it has great tutorial written all over it.

  • I second the tablet recommendation, I have two. The Bamboo, though it's an entry level model still outclasses any other brand I've tried.

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  • I use photoshop for editing generally, but it's hard to get into.

    For most drawing or when I need more control, I use Painttool SAI a Japanese program but there's an English version these days. Fairly intuitive and much better with a tablet than photoshop. (Not dear either)

    ArtRage is often recommended for beginners to pick up and is also capable.

    Paint.net is free and super easy but more limited.

  • I think you've missed something in the tutorial.

    The way animation works is that it's triggered by some action, generally for platformers you'd be looking at an entry such as "On key down (Right key) play animation "walking"".

    Then the same with a "mirrored" for left movement and a "standing" animation for when the "player is not moving".

    The above isn't quite correct, it's just an outline, so I've added to your capx so you can see what's required;

    dropbox.com/s/wxex3ipip5ekfj7/Myfirstproject.capx

    You'll see the entry for the Right key has a "not mirrored" addition to it, without this, once you've moved left you remain facing left even when moving right.

    You can play with the settings in C2 by disabling individual actions (right click) to see the effects.

  • Aziones

    No problem! That link is just for the "M" version of the drivers (Mobile) so you can just download it directly and it should install fine.

    Ashley

    Does the tool identify the mobile nVidia chipsets and use a different link for them? - just curious.

  • Aziones

    I'd only go to the Sony website if the graphics manufacturer didn't have an update available, this used to be common but not so much these days.

    I suspect you ended up with a non mobile driver which wouldn't install, this address has the correct one;

    geforce.co.uk/drivers/results/62893

    PS If you add in an "@Person" that person gets an alert that you've flagged something for their attention which is helpful for this sort of thing as there's no topic subscription on this forum.

  • That's what I've done in the meantime but the particle system just offers all the controls (except this one) off the bat.

    That's a shame - thanks for letting me know, at least I can stop searching for how to make it work now.

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Zantium

Member since 29 May, 2013

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