Rory's Forum Posts

  • Don't think that this is currently available.

    Would be somewhat a debug mode amirite?

  • Yup, some more details..

    When you buy the license you can download a document containing your license number.

    You can just place it in your C2 folder or Documents.

    You won't need to login or anything, Scirra doesn't count how many computers it's being used on, but the number of times you have downloaded the license file does appear to be recorded!

  • I could have sworn I tried that!?

    I did every combination I could think of!

    Put key in door

    Unlock door

    Urgh.. guess I missed it. Very good use of sounds, and loving the screen effect!

  • That's pretty awesome.

    You must have studied the technical details of QR Codes quite well.

    I can't even begin to think how I'd start such a project.

    Good job!

  • Use distance() to check if the player is far from the zombie.

    Compare player.x with zombie.x, if player.x > zombie.x, it means player is on the zombie's right.

    Use custom movement or platform behavior to make the horizontal speed of the zombie go toward a the player.

    Else check the opposite, how I usually do jumps is I place an invisible collision block called "jump" and if the zombie collides with it, it makes the zombie simulate jump or add velocity upwards.

  • In your bottom layer properties, set transparent to YES.

  • Ah olay, I'll try that when I get on my PC. I thought Space was a toggle!

  • Thanks.

    But that's what I'd like to avoid, so its not really a work around..

  • Yeah, it would be nice.

  • I got stuck at putting the key in my pocket.

  • No monsters appeared..

    The blades jerk sometimes for a split second.

  • Anyway, if a person has a base of programming knowledge to draw from already, then they may not need a book. But even that's been proven to not always be the case since it's common for people who are language coders to still ask for lots of help with these programs (the forums between Construct, MMF2 and others are filled with it). Heck, I've coded in several languages myself (I'm pretty good at one of them) and still have had to get help with Construct over the years, because what I would normally do in VB or C# doesn't directly translate to the way it's done in Construct in terms of process and operation.

    Not much else to comment on, I do agree with much you say.

    More documention would be good of course, but I'm an artist with hardly any programming background other than some VB6 from back in my days at Mirage Source, and I managed to create a complete quite complex puzzle game in 2 days for a competition dateline thanks to C2. To me most things felt natural, the way I thought of how the things would work, translated straight into events and actions.

  • Hey guys, just thought I'd share this great article about making great 2D sprite animations.

    It has some really good pointers, and expands about some fine points of the art.

    Best tip I've seen in a long time xD It's a short article though!

    b]2. Make everything bouncy and feel alive

    Idle animation for Mercenary Kings boss

    Part of pushing your animations is making sure that characters never appear stiff, or as if they're made up of independent moving parts. Even when animating something as simple as a person breathing, you need to do more than just move their chest up and call it a day.

    Robertson says that you should always try to keep the character moving, even if they're standing still. Add some bounce to your characters, move their fists, make them blink, and add whatever you can so they look like they're living, breathing sprites.

    "[You have to animate] things like hair and clothes blowing in the wind or swaying around while they move, giving them exaggerated facial expressions, cute or funny idle animations, anything that makes them feel like they have a personality," he adds.

    You can read the rest of the article HERE!

    I highly recommend it to all 2D artists, especially pixel artists.

  • Just a small graphics comment.

    It's a bit harsh the way you transition what is in the light and what is in the dark. It would add a lot to the experience if there was a very short fade from light to dark and dark to light.

    Apart from this small minor detail, really good game!

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  • Awesome. Just adding..

    There was this one case recently of a Chinese company ripping off Torchlight's assets and making it an online game on the App Store.

    Cool Story Bro.