justifun's Forum Posts

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  • Without having to use 30 different frames of an animation you could create 1 with all 30 heath slots then simply move the sprite backwards 10 pixels each time they loose a live. Hiding the front half behind another icon, or mask it off visually.

    Or make one health tick. Then add as many as needed each time you pick up health or loose heath

    eg:

    On health added.

    • > loop for current health -> create health tick sprite at previous health tick + 10

    So if the player currently had 20 health points, it would loop 20 times adding another tick visually each time.

  • You can probably make what you are trying to, but i'm not 100% i've seen the type of "simulation" you are trying to make. The front end stuff of course could be done with C2, but im not 100% sure of some of the backend stuff. Either way you could still connect to if you needed to through various different ways using C2 created front ends.

  • I highly recommend playmaker for Unity, One of the best investments ever. It allows you to hookup complex code without ever having to type anything. You take building blocks similar to construct behaviors and combine them together to make complex logic. Its quite amazing how quickly you can make something.

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  • I'll take a look at the .capx when i get home, but i had a similar problem.

    How are you making the character stop moving?

    Try using the "set platform behavior disabled" instead of "stop" and see if that fixes the problem.

  • I imagine you are subtracting the health in an event that is occurring "every tick" instead of just once.

    Try adding a "trigger once while true" as a condition to the event that subtracts the health.

    Sorry i can't look at the capx right this moment.

  • I got an average of only 24 fps on a powerful desktop machine

  • You could create an invisible base object that follows a smooth path, then attach the bee on top of it that would have the random flying animation for it. So it would smoothly follow the player or whatever, but still appear to be flying erratically.

  • ranma - Can you write up a tutorial for the tutorial section on how to go the low latency audio/eclipse/phonegap route

    There's a lot of people always asking how and no one has really been able to explain all of the steps required.

    Thanks!

  • You can read more about this plugin at:

    tricedesigns.com/2012/01/25/low-latency-polyphonic-audio-in-phonegap

    The low latency audio plugin is designed to enable low latency and polyphonic audio from PhoneGap applications, using a very simple and basic API.

    Getting started:

    Add the following files to your JAVA project, keeping the folder structure:

    com/phonegap/PGLowLatencyAudio.java

    com/phonegap/PGLowLatencyAudioAsset.java

    com/phonegap/PGPolyphonicVoice.java

    Add the following file to your www directory, and add to index.html:

    PGLowLatencyAudio.js

    Add the following to your phonegap plugins.xml file:

    <plugin name="PGLowLatencyAudio" value="com.phonegap.PGLowLatencyAudio" />

    Usage:

    1) Preload the audio asset

    2) Play the audio asset

    3) When done, unload the audio asset

    API methods:

    preloadFX: function ( id, assetPath, success, fail)

         params: ID - string unique ID for the audio file

                   assetPath - the relative path to the audio asset within the www directory

                   success - success callback function

                   fail - error/fail callback function

         detail:     

                   The preloadFX function loads an audio file into memory. Assets that are loaded using preloadFX are managed/played using the Android SoundPool class.   These are very low-level audio methods and have minimal overhead.   These assets should be short.   Sound files longer than 5 seconds may have errors including (not playing, clipped content, not looping) - all will fail silently on the device (debug output will be visible if connected to debugger). These assets are fully concurrent and polyphonic.

    preloadAudio: function ( id, assetPath, voices, success, fail)

         params: ID - string unique ID for the audio file

                   assetPath - the relative path to the audio asset within the www directory

                   voices - the number of polyphonic voices available

                   success - success callback function

                   fail - error/fail callback function

         detail:     

                   The preloadAudio function loads an audio file into memory. Assets that are loaded using preloadAudio are managed/played using the Android MediaPlayer.   These have more overhead than assets laoded via preloadFX, and can be looped/stopped.   By default, there is a single "voice" - only one instance that will be stopped & restarted when you hit play. If there are multiple voices (number greater than 0), it will cycle through voices to play overlapping audio.

    play: function (id, success, fail)      

         params: ID - string unique ID for the audio file

                   success - success callback function

                   fail - error/fail callback function

         detail:     

                   Plays an audio asset

    loop: function (id, success, fail)      

         params: ID - string unique ID for the audio file

                   success - success callback function

                   fail - error/fail callback function

         detail:     

                   Loops an audio asset infinitely - this only works for assets loaded via preloadAudio

    stop: function (id, success, fail)      

         params: ID - string unique ID for the audio file

                   success - success callback function

                   fail - error/fail callback function

         detail:     

                   Stops an audio file - this only works for assets loaded via preloadAudio

    unload: function (id, success, fail)      

         params: ID - string unique ID for the audio file

                   success - success callback function

                   fail - error/fail callback function

         detail:     

                   Unloads an audio file from memory

  • Construct is the best value for the price out of any of the engines out there. The ease of use and the power of what you can do with it doesn't compare. Ashley and the rest of the Scirra team are super awesome and always on the forums answering questions and providing support unlike other companies. Best investment i've ever made.

  • add

    <preference name="fullscreen" value="true" />

    to config.xml

  • Another approach is to give the player a instance variable called "Flying" and set that to 1 whenever he's flying

    then check against that as needed.

    eg: if player "flying" = 1 then do this, Else do that.

    But with regards to the object not "overlapping" with the platform, try using the collision at offset condition and use something like y+20 as the offset to make sure its lower than the bottom of the character's feet. (without seeing the game im not sure how it looks)

  • Try the tutorial again and see if you can figure it out.

    Double check which imagepoint the bullets are spawning from (probably right now you are spawning them from the origin.

    and check the bullet speed properties to see how fast they are moving

    you are also probably spawning them every tick instead of every X seconds

  • I'm not sure i fully understand your question, but to make things easier on yourself, you should separate out your animations.

    eg: animation1

    animation2

    Then you can use them whenever you want, without having to worry about what frame you are on.

    Maybe you can try rephrasing the question again?