Mike at BrashMonkey's Forum Posts

  • The way I'd do it:

    Each leaf would be a sprite with a bullet behavior for overall wind direction and also a vertical sine wave movement behavior for a nice wavelike movement as it goes from right to left via the bullet movement.

    Changing the bullet movement direction and speed would allow you to control wind direction and force.

    Changing the sine-wave parameters will add variety and could also be made to correlate with wind speed.

    Then I'd have an event that every X number of seconds, IF the total number of leaves is below a certain threshold number (you don't want to generate too many), and a random number is within whatever threshold you need (random(4))<2 for example, then generate a leaf sprite at right visible edge+50,maximum-desired Y position PLUS random(max additional Y position in pixels)

    Be sure to have an event that destroys leaves once they go off screen to the left.

  • Hi I recommend you read the c3 plugin tutorial as changes have been made to this plugin and this could be the issues.

    The problem is here (Which is for C2 and C3): scirra.com/tutorials/9540/using-xbox-live-in-uwp-apps

    See these two images and notice the discrepency in names. I don't know what is supposed to be what from the tutorial to the dashboard.

    What is supposed to be the TitleID and what is supposed to be the SCID?

  • I have finished some games for iOS with Spriter-Plugin. But i'm used only the html5-export option and start the game over my website. It works.

    But i have another problem with spriter (on all devices / iOS, Android, Windows). My animations "flickering" on loop. I isolate the bug and post this soon.

    Yeah, over the web as an html game doesn't count in this case, I mean something "compiled" so that it is a stand-alone app for sale or download through Apples game store.

    Thanks for reporting the bug.

  • I tried to follow the tutorial here: scirra.com/tutorials/9540/using-xbox-live-in-uwp-apps

    But several things seem mislabeled or I'm somehow looking in the wrong place because I'm simply told to go to "Dashboard"

    Can someone please help clarify the following:

    Is SCID the same as SID? I can only find SID in the dashboard, no SCID.

    Also, there is only Package/Identity/Name or Package/Identity/Publisher or Package Family Name (PFN). Which of those is the "Title ID"?

    thanks.

  • Hi everyone. I lost access my IOS device quite a while back and now that I have an Ipad to test with I have spent a few days trying several combinations of export modes and compilers(wrappers) like Cocoon, Phonegap, etc. and none of the resulting IOS apps work, they either don't successfully load or the Sprtier objects are never displayed.

    I'm wondering if anyone here has made successful IOS apps that use the Spriter plug-in, and if so, can you tell us what your specific export and compiling methods you used which worked for you?

    Over time, hopefully we can gather enough information to make compiling successful across many or most methods.

    thanks.

  • Hi everyone. I lost access my IOS device quite a while back and now that I have an Ipad to test with I have spent a few days trying several combinations of export modes and compilers(wrappers) like Cocoon, Phonegap, etc. and none of the resulting IOS apps work, they either don't successfully load or the Sprtier objects are never displayed.

    I'm wondering if anyone here has made successful IOS apps that use the Spriter plug-in, and if so, can you tell us what your specific export and compiling methods you used which worked for you?

    Over time, hopefully we can gather enough information to make compiling successful across many or most methods.

    thanks.

  • I create a global value called "WAIT" and have an event that If WAIT >0 then subtract 1 from wait every 0.1 seconds.

    For every check of any button being pressed I add the condition that 'WAIT"=0 and in the action it sets WAIT to 5

    This way, the game UI can never accidentally accept a double input just because the finger is still down when the screen switches or a new button appears. It gives the user time to have lifted their finger or thumb off the screen or unclick the mouse or controller button.

  • I am trying to make Swipe action for movement of player (left/right/up/down) .

    But swipe is not working according to my event sheet . Can someone have a look at the image and suggest me any answer will be very helpful ?

    -----------------------------------------

    Following this tutorial : youtube.com/watch

    What image?

  • > > I think you can trigger a jump using Control Input > Jump? I had a little trouble using it for the wall-jumps, so I used velocity Y, but I wasn't sure if it was my events or an issue with jump?

    >

    > No, the jump trigger only works of the player is on the floor, nothing happens if they are in the air. I know, I was surprised too.

    Hi Brashmonkey. I just tested it and the jump trigger works if you're on the floor and when you air jump or jump off a wall. If it's not working for you then let me know and I'll see how I can help. Please update to v3.1 when it's approved just to make sure.

    I was referring to the official Scirra platform behavior and not yours. I've not tested yours yet.

  • I think you can trigger a jump using Control Input > Jump? I had a little trouble using it for the wall-jumps, so I used velocity Y, but I wasn't sure if it was my events or an issue with jump?

    No, the jump trigger only works of the player is on the floor, nothing happens if they are in the air. I know, I was surprised too.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Would "Additional X velocity" and "additional Y velocity" be possible? This would be perfect for adding wind from any direction and of any speed to games, or a very easy way to handle conveyor belts.

    Also the ability to "Trigger a jump" at any time, not just when on the ground would be fantastic! This would obliterate any current Y velocity and trigger a jump... maybe even let us set the jump strength within the action to either the default jump strength or a custom amount. This would allow for super easy implementation of double-jumps, triple-jumps, or even swimming like in Mario or flying like in Joust.

  • You can walk off the left edge of the screen on levels 2 & 4 (at least).

    Thanks. That's just a matter of poor level design on my part, and not a bug with the engine itself. ;)

  • Subscribe to Construct videos now

    Please test the game here and provide feedback and bug reports so we can perfect the engine and make it available ASAP!

    http://box5469.temp.domains/~bitbeamc/platformer_01/

    Hi everyone, This is a fully featured platformer game engine created with and for Construct 2. The player character, Boss character and menu system are all animated and controlled with Spriter. We'll be making this engine available to everyone who owns Construct 2 and Spriter Pro in two forms.

    The footage you see is of the full version of the engine, which will include all of the royalty-free art you see here and several advanced features such as:

    The ability to slide against and jump off of walls.

    The ability to float and swim in water.

    Signs or NPC sprites to deliver hints and plot points to the player.

    The ability to switch to running as opposed to walking by holding the attack button

    ,and a balance-check animation for when the player is standing at the very edge of a platform.

    Both versions of the engine include:

    Blocks the player can break with their head.

    Blocks which produce a power-up that gives the player the ability throw bouncing fireballs.

    sloped platforms, moving platforms, and jump-through platforms.

    The ability to make auto-scrolling levels.

    Objects that act as trampolines or spring-boards.

    Flying enemies that become basic land-bound enemies when hit.

    Multiple save game slots and a simple level select system where beating each level unlocks access to the next.

    Automatic detection and switching from mouse and touchscreen controls, keyboard controls, or game pad controls.

    And more.

    The Essentials version of this game engine will be free for everyone who owns Spriter Pro and Construct 2, but will lack the advanced features I previously mentioned and most of the art will be grayed out or water-marked so the art would need to be replaced, recolored or painted over.

    The full version will become available for purchase and will include everything shown and mentioned in this video.

    Either version can be used create free or commercial games or for learning or game creation classes.

    Just imagine the benefit this engine could offer to aspiring game artists, who can build their skills by creating all new art and animations for every aspect of the game, and then have a completed game to show off in their portfolio! We'll be making a full set of videos showing how to edit every aspect of the game within Spriter and Construct 2 and advanced videos showing how to add custom features to the engine.

    At it's current state the engine is feature-complete, but has not yet been thoroughly tested for bug-fixing and final polish. If you're interested in this engine we welcome you to play the most current version of the game at the link provided and tell us about any bugs you might find or suggestions you might have. We'll do our best to finalize the engine and make it available as quickly as possible and your feedback can really help make that happen sooner. We look forward to hearing from you!

  • > Can this work with parallaxed multi-layered scrolling, or only non parallaxed games?

    >

    also check last post from this topic

    Thanks, I figured out another method which works well.

  • Can this work with parallaxed multi-layered scrolling, or only non parallaxed games?