revvin's Recent Forum Activity

  • That's so cool

  • They do look superb mate Or Secret of Nimh....

  • That's probably the best looking game I've seen so far from c2. Very good looking

    However if you don't mind the critique, I think the walk cycle needs a little work. The character doesn't look connected to the ground, his limbs don't look like they match his movement. Ideally you want the number of pixels he moves to match the number of pixels in his stride. At the moment he looks a bit like an animated character floating along the ground rather than actually walking across it.

    That said, I LOVE the backgrounds.

    It kinda reminds me of Chuck Rock on the Amiga

    Also, the look and feel of the website let's it down a little. The game looks superb, but the website doesn't really match the quality.

    I really hope you don't take this criticism to badly because overall I think you are doing an absolutely superb job. Makes a very welcome change from all the "pixel art" (I hate that phrase) projects that the whole indie community seems to favour.

  • Looks really nice. I dread to think what it will run like on either of my PCs, the Media Center or the two laptops.... none of them have enough graphics memory or horsepower.

  • lol fair enough. i'll probably stumble across that issue one day... at least i'll know a workaround.

  • I have just found the "direction" property in the gridmove function! My next step will be trying to get gridmove to work diagonally...

    For the benefit of anybody that needs to know how to do this in future, using the Grid_MoveTO function, I have shown the event below:

  • OK that's great thank you.

    What is the benefit of pinning an invisible character to an animated sprite over just animating the sprite directly?

    Thanks again

  • The software I had was not in c2. It was windows based drivers that allowed the system to access the gun as though it was USB. I was just suggesting something you may need to investigate. Without knowing what you are trying to connect to I don't think anyone could help much more?

  • I would probably investigate a Serial-to-USB adaptor for your device. You are far more likely to find a way of interfacing with it as a USB device rather than a Serial device.

    Its also likely you may need some sort of Serial->USB software/driver installed on your PC to facilitate this.

    Not sure if that is of any help at all, but its certainly what I would start looking into if it was me.

    I had an old GunCon gun from a Playstation that I connected to my Arcade Machine using a serial adaptor and a ropey bit of software that gave me rudimentary support for the lightgun for my gun games... but it was really unstable. In the end I ditched it all, but im pretty sure a much more expensive USB lightgun would have worked perfectly.

  • I need to evaluate the current direction of a moving sprite, so that I can set the correct animation chosen from an 8-directional set of animations.

    I have searched the forum and the manual for help, but can't seem to find the info.

    I know it must be possible, its a very basic requirement.

    I have attached a capx of my test file.

    Also below is a snapshot of what I was trying to achieve using the "angle" expression before I realised it wasnt the right approach.

    Any help appreciated

  • i'm looking for the same info at the moment. I have sprites moving around a board when I click, but I need to somehow fetch their directions so I can have them walking in the correct direction.

    I'll watch this thread for an answer too

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  • I have figured out the problem, and i'm posting the info here for the benefit of anyone else who may end up in the same boat.

    Its something to do with the Z layer of the destination tile I believe. Not quite sure what I did wrong, but I changed the behaviour property to forced move - and its working fine.

    There must be a problem with how i setup the tiles?

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revvin

Member since 15 Jun, 2014

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