Chupup Games's Recent Forum Activity

  • It was said by Ashley that C3 is still a long way off and here you can read it again...but anyway, i bet there will be hundreds of posts more that ask about C3, because it's so hard to use the search function of the forum...

  • locohost: While i love brackets and use it on a daily basis for my work, i don't know if it would be a good idea for C3, since it maybe slows down the integrated scene and image editors.

  • Ok, i didn't see it, when i read your first post. You are using platform behavior & physics together, what is not a good idea to do. So, you have 2 solutions: stay with platform behavior and put the physics out (most time the better idea, for one game like this you don't really need physics) and emulate the physics behavior (for your player falling for example you can use 'simulate control pressing down')

    or

    you stay with physics and change the conditions to physic ones, like comparing y-velocity for falling etc.

  • I think it may be even more easy for you if you use the timer behavior:

    https://www.scirra.com/manual/167/timer

  • You need the effects of the light layer really on everything? If you want a effect like night and day, maybe it's better (also performance wise) to change the images of your background graphics. Make one image with darker shades for night, and the same image with bright shades for day.

  • You could also use the System Condition Every X seconds. Make a variable, for example enemyJumps = 5, then Every X seconds subtract 1 from enemyJumps, with X being 1.0, this means every second enemyJumps gets 1 smaller.

    Then you make another condition that compares enemyJumps > 0, if this is true you make an action: sprite enemy jump. With this the enemy sprite would jump 5 times. This was only an example, you can use it in the way you need.

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  • for number 1) try to change your bounding box/collision polygon of the player sprite or even better: make an invisible sprite that is set at the position of your player and handles the collision/physics, and turn collision/physics for your player sprite off

    for number 2) without seeing your code i don't know, but physics is always problematic, special in fast action games. I always try to avoid physics and only use it, if i don't find another solution for getting the behavior i need.

  • Ruskul: can be i don't take all your points, english is not my native language and can be i don't get all right what you said and also sometimes it's hard for me to express exactly what i want to say.

    Anyway, i understand your issues. I just want to say C2 has a way it is and you can not push it too much in a direction without changing it too much and it's losing it's spirit and just gets another game engine, like hundreds already existing.

    If they improve the api, so you can code better plugins or tweak the output to your liking, this is something i wish too. But please no changes for the event system! Because this is what makes C2 great.

    That you can not making something like metroid without the sdk or coding is just not true. I am currently working on a platformer with some nice game mechanics and some bells & whistles & i don't use either the sdk nor some magic. And my event sheets don't overhelm me more, like when i work on c# code in VS or javascript in brackets. When i publish a preview everybody can have a look.

  • You just want to make some stars visible or? If you make the star layer transparent and put the stars as a tiled background then i don't see a problem because it's over your other stuff..

  • I only just wonder what is your point? If you prefer writing code, then you are free to use a framework, where you can code. I mean, the point about C2 IS the event system. Sure, there are things to improve and that could be made better in future releases, but if you put too much in it then all the philosophy of C2 is getting lost...why should C2 turn into some Unity 2? Because Unity we already have and it's ready to use. C2 is meant for easy, rapid & uncomplicated game making and you can make big projects with it, but sure it must be in a relation to the engine.

    I like what people trying to do and to achieve, but a complex RTS or MMO is maybe not in the scope of C2, but a great arcade adventure like Metroid or a Zelda like adventure game is possible for sure & games like this are really huge projects for the most people here.

  • There is some true points in this, but you can not generalize. For some people code might be easier to maintain, for others the C2 way is more clear and manageable. And if you talk about really big projects, they can become a mess in pure javascript or another framework like phaser (for we stay in the html5 content) very fast, too. Only because for you code is more easy, doesn't mean it must be for all people. (And i code long time in all kinds of languages, so i know the other side). Anyway, i think C2 is perfect for small and middle projects, but an experienced developer also can handle big projects with it. Everything has it's pros & cons, some things are more hard to do in C2, others are lightning fast to set up, and like i said before, everybody need to find out on his own what he/she prefer.

    And really, comparing unity to c2 isn't really fair. This is like comparing Photoshop to Paint.net. C2 is more for the solo indie developer or small teams, that can make big projects with it in their scale, and Unity is used by the big players and teams with 20 or more people (not saying one man can not use it to make his dream game).

  • https://www.scirra.com/manual/124/system-conditions

    Time -> Compare Time

    You can use this for making a timer.

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Chupup Games

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