Solomon's Forum Posts

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  • Dont forget to add english subtitles

  • Doh! Now I cant seem to implement that every random(a,b) seconds while the stationary button - meaning no button is pressed, another idle animation is played - sort of a waiting easter egg if you know what I mean. Seems you cant have it all, eh?

    If I add this event below the keypress and what not, I have problems with the animation fluidity, they dont seem to stop with regards to letting go a key as they seem overwritten by the random animation event.

    I even tried to call a function when no button is pressed, and that function had: every randoms seconds play idle_02. That does not stop the animations proprely once I let go of a key, but plays them untill the end.

  • Well you need to create an number inputing system for sure. Right now writing down the numbers on paper breaks the continuity of the game.

    Well... I dont know what gamejolt is!

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  • LittleStain

    Many thanks! The first 2 groups is something I should have thought about. Its just that Ive got loads of variables so far and implementing additional variables starts to feel like a chore.

    The part with the dictionary is something I havent yet worked my way through. Seems like the perfect opportunity,

  • Joannesalfa

    Coolbeans! Nice effect, have you used a plugin or some sort of magic custom code?

    Seems cool but there would be a danger of people getting side tracked from game making in favour of game chatting

  • I did not think I would post this as I thought I had this one figure out. Well it turns out I dont.

    Ive set up my manual 8 direction movement using events instead of the built in behaviour.

    Now my code it as follows:

    On Left press --> play "Left" animation

    On Right press --> play "Right" animation

    On Up press --> play "Up" animation

    On Down press --> play "Down" animation

    On any key released:

    ----> Invert Left is down

    ----> Invert Right is down

    ----> Invert Up is down

    ----> Invert Down is down

    ----------------------------------------->play animation "idle"

    Now all is good apart from playing animations while the player is moving diagonally, ie. when up-left, up-right, down-left and down-right are pressed. Now when I press any of these the player moves alright but the animation is set as either top or down animation but as a frozen first frame.

    Any idea how I can implement the diagonals in the code? Ive tried else, and loop nesting but couldnt seem to work this into my events.

    Thanks for your time, this seemed such an easy task but I am stuck in the moment.

    Is there any other way than using angles?

  • Well any program will do if you have to right experience regarding pixel art. Could be more specific what tools are you looking for in the pixel sprite creating program? Whats your budget or are you looking for freeware/open source?

  • nimos100 did you report this as a bug in the bug section?

  • There is a behaviour called path to spline or something simillar, search the forums, perphaps its what you are looking for.

  • Ruskul

    Wow, thank you for your post, it is much appreciated! Very informative.

    Regarding behaviours and Javascript Ill have to pass on that one, at least for the time being. Altough from what you write it shows the power behind learning Javascript and using it in combination with C2, I want to stick to visual programming, at least for the moment, until I get a solid grasp on logic, at least in the form that is present in C2.

    On a side note Ive looked into various other programs and procrastinated some time in trying to pick the right software, but in the end you got to pick something and C2 seemed just more intuitive. In Unity Ive read for example, that making 2D games is hardcore, a few pages of code are needed just for some basic structure implementation. I would rather focus on the nicer side of gaming so to speak, since I am mainly into graphics and less into programing.

    It is good to know the downside of functions, and that will be the first place I look I have a performance bottleneck.

    As for 100 baddies, a the moment I have 50-something instances on the screen at once, and NWjs seems to cope quite fine, and that is baddies along with HUD elements. I am constantly using the debugger to check performance and hopefully I wont get nowhere near to a situation where I have to decide on performance vs content, at least not too soon anyway, because it is meant to happen sooner or later (this is regarding a PC/Mac game).

    By saying that sprites weigh more, I meant as they are sprites they are additional objects that have to be taken into consideration by the processing power. Do you use this method for mobile games as well, or mainly desktop content?

    I have to admit, your workflow is interesting at least to the extent to which my current level of understanding reaches.

    As for CMV I will need to look into those, especially if that is to speed up my work.

    Regarding slopes, I had a look at your profile and your entry on your web page, where you mentioned solving slopes being easy (as well as the other thread here on C2).

    Oh one more thing. Have you done or do you know someone that has created a game in C2 that weighed more than 600mb? Do you know how C2 handles such big files when exporting to NWjs? I created a thread earlier and recieved no response, just thought I take this opportunity and ask you as you sound quite proficient in what you do, and perphaps your experience might venture into this matter

    Once again thank you for your time!

  • Basically you want to have a random movement first in x axis within a certaing range, which stops after button press, then the same effect in the y axis, once more stopped on button press. Then you have to tie this movement to a slider on screen. I would add it to a variable, both the values.

    Also on key press after the ball is being shot, you need to make a tween movement (the slight curve and decrease in scale) of the ball from the player position to the position of the x,y that remiains after button press, stored in a variable that Ive mentioned above.

  • tulamide

    Lots of people are using flash as their animation package, for animating and then exporting png to other programs.

    For Adobe not to pull out Flash from the market, as its use in web content has diminished, it has to be transformed it into a fully fledged animation software and not just a tool for flash content. This is one of the reasons they are expanding their toolkit in Flash, to make it a worthy competitor and alternative to other animation packages out there and make it feasable and cost effective for Adobe to keep it on the market.

    What will this upgrade mean to C2/C3 customers? That depends wether C3 will have an animation system within itself, complete with a motion/animation graph editor. Nevertheless this will mean that Scirra customers will have at their disposal yet another animation package, from which they can export their animations to C2/C3.