pirx's Recent Forum Activity

  • Hi.

    Ran into this problem today:

    I have an objects with the physics behaviour. I would like to change it's width and height (or scale) to simulate a bit of Z-axis movement.

    The problem is that when I change the dimensions of an object during a physics movement, the movement stops for a moment. And if I do that every tick, then no physics movement takes place at all.

    Any solutions to scale&move simulatneously?

  • liaeb

    Yup, I can resize via the layout editor. The problem is that when you import,say, a 1024x1024 image and resize using the bounding box to say 32x32, there's still a huge file saved in your project folder.

    This impacts memory, size limits (10mb on Scirra Arcade) etc. so I often end up resizing on the go via the in-built image editor. Well I can just use my graphics software but that's kind of not the point :)

  • This is such a staple that I'm in doubt whether I'm not missing something here. :)

    In the image editor when resizing a picture you can only input width and height separately.

    It would be really useful to have:

    a) a 'maintain aspect ratio' box

    b) choice to resize by specifying dimensions or percentage of the original

    Curretly when I need to resize a graphic in the sprite I have to use a calculator. :)

  • Great! Both answers work like a charm. I wasn't aware you could combine different instance picking options. Also, I didn't think to use recursion.

    Thanks a lot!

  • Hi. I'm at a loss with this.

    Suppose I want the player to click a Sprite1. When they do, a line is drawn from this clicked Spirte1 to another instance of Sprite1 (provided there is one), and if there are any more instances then the line is further drawn to them.

    The drawing of the line itself is not the problem, the problem is determining where to draw it.

    What i need is something like "pick another instance" or "pick random instance excluding the currently picked one", so the logic would go like this:

    Sprite1 clicked --> save coordinates of Sprite1 into a variable --> pick another instance of Sprite1 --> draw a line between the variable coordinates and the Sprite1 --> repeat for as long as tere any more instances.

    The order doesn't matter, as long as the first instance is the clicked one.

    So I would like to end up with something like in the picture:

    <img src="http://i39.tinypic.com/mr3a89.png" border="0" />

    Any ideas appreciated.

  • Binkus - that's some really good ideas to improve it! I think I could actually implement all of this. I will need to nerf the difficulty further - so that it's more entertaining than stressful. I think the fruit will fly slower and less frequently. I was worried that the elixirs might not be worth the risk.

    Also great suggestion with the score - will make it appear along with the GAME OVER text. Thanks!

  • UPDATE: I nerfed the difficulty because a single game lasted too short. Now the speed grows at a 0.3 slower rate and the frequency of shooting is reduced by 1 random second. Still have to find out what's causing the tutorial text to sometimes stop in mid way.

    PLANS: add more elixirs, add achievements and score sync with something more advanced than the Arcade.

  • Yup, when I go to your recently uploaded Tank Racer all I get is a black screen. The same for Tank Wars. Other ones are working fine though.

  • Just for the record, it worked! The game's up now. Great! :)

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  • Great! Thanks for the first comment and the feedback. I'll have a close look at the letters z-order or whatever is causing this. Most of the elixirs appear randomly so that can happen.

    The balancing is tricky - when the fruit fly too slow, the difficulty is just right when using a touchpad, but much too easy with a mouse or touch. I would rather have it balanced for touch/mouse than a touchpad but it's still an open matter.

  • Hi!! This is my first C2 game (the first with a chance of ever being finished, that is). It can be seen here:

    scirra.com/arcade/addicting-action-games/11342/the-lightning-spell-manual

    I'll use this place as devlog, as others do. I would really appreciate any feedback about bugs, possible improvements, balancing, etc. Constructive criticism is much appreciated!

    Once it is polished around the edges I would like to put in on Kongregate and maybe other places. Thank you for playing!

    Edit:

    Just as a comment, people keep saying that this is a simle little game - which I like, this was the idea. But in fact some of the mechanics involved were a b**ch to implement. Some of the things that seem very simle require numerous conditions and events. I now really appreciate how much work do some of the other, more comlicated creations require.

  • Oh, tere's 152 already. The development rate of C2 never ceases to amaze me. Will try in a sec.

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pirx

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