TELLES0808's Forum Posts

  • sqiddster

    Yes, if necessary I do a image 3 times bigger than the necessary for the currently frame:

    <img src="https://dl.dropbox.com/u/47035927/00%20-%20EQUILIBRIUM/images/01weapons-sheet1.png" border="0" />

    On this image, the origin and any other points are stored inside the image, where I do some sparkling effects.

    It is rediculuosly simple math to keep the correct position for image points and for collision shapes while cropping. That is no excuse.

    Also, you can make masks for your sprites and simple pin the animations on these masks, keeping the collision areas and points on the mask, and using the animations only for animation purposes.

    Another question, you're wondering this for the Spriter plugin?

  • I think we're talking about two differnt things. You do want to crop all your sprite frames when you're done to save texture space, memory, file-space, load-time etc right?

    If so, you dont want this to RUIN half of your image points and collision shapes and ruin your game, right?

    Is it me, or does cropping currently ruin the shape of collision polys and image points if they are outside the "safe area" where theres actually image.

    About the issue of cropping inside the editor I really said nothing about, I just concerned about avoiding the issues it can make, and it make sense, one time you change the sprite size by cropping it and all the frame points and areas points are relatively to a origin:

    Also, your animation points and collision areas can have the same relative origin, making easy "set to all animations" and avoiding bugs with collision masks with different sizes, changing then on the run time, putting your player inside wall, for example.

    I workaround these type of issues just editing the images directly, using software like Fireworks, who can do batch processes, and with C2 closed, then opening C2 again.

    Sometimes some adjustments are necessary, but it work well.

    Best luck and I hope a solution for your problem too.

  • I have no problem dealing with sprites using blank areas, instead of a problem, I prefer this way because when I import my GIFs, they are with huge blank areas around, where I draw some different frames using that areas.

    Also, your animation points and collision areas can have the same relative origin, making easy "set to all animations" and avoiding bugs with collision masks with different sizes, changing then on the run time, putting your player inside wall, for example.

    Another thing is about make points go out the frames, if it's your case, why you just don't make a math to track the desired point relatively to a central point?

  • In this case, it's pure random, and providing a CAPX or project folder will not help to reproduce it ~_~

    I was thinking these days about memory leaks, and it make more sense than a real bug, because sometimes it work and other times it don't..

  • what???

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  • Saving an array in webstorage is not trivial. You need to make sure you understand them perfectly.

    Agreed, nothing is trivial on the World, people still having problems to understand how to start a new project ^^

    AlexeyMak , you will need much more than a simple save and load system to save, it's about how you organized your code.

    For example, if your character have changed 100 blocks on the scenario, each block will need to have their own ID, pos.x and pos.y stored in an array (array is a type of thing where you store information, separating each one by commas).

    So, think in a scenario with a grid of 4 slots, like this:

    _ _

    |_|_|

    |x|_|

    Where is the X? Is on the thirty slot.

    How you'll make Construct 2 know it? If it's already there, Construct 2 already know it, so, start indexing in an array the first one, the second and ahead, like this: (nothing, nothing, X, nothing). Now C2 know a sequence and know where the X is, it's on the thirty slot of your array. Then, when loading, you'll need to make C2 know how to place it on the thirty slot by doing a math with a looping, for example: when looping reach the slot 3, it'll call the array slot 3 and place the X on the right location.

    Well, it's easy to write here, but I can't reproduce it in an CAPX at this time, because my arms are short when talking about arrays ^^

  • Yea i have done that, and i clones that sprite but when he gets hit it makes all of them pop, not just one.

    You're luck today!

    Read this two tutorials and you'll be able to do manipulate each heart individually.

    http://www.scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

    http://www.scirra.com/tutorials/355/making-character-composed-of-multiple-parts

  • Ashley, the most weird issue, I can't reproduce it anymore.

    Today, when I went to my house, reproduced the bug as well, and said, "well, I need to record it to Ashley". Went taking a bath, and later, I started to try reproduce the bug again and it never more occur..

    I have two folders, test1, with the first try, missing the texture, and the recorded folder with the texture inside. No idea of why, but it's working well now...

    Do you can keep the topic opened? I'll try on another computer and if it happen again I'll stay recording =(

    Believe, it's not a bad joke of my part. It's frustrating =

    Edited:

    Please watch the entire video, I reproduced it in a long way.

    Now I can say, it's random. It's a freak random issue, and can occur on your first save or after hours of hard working, where it will break your folders and if you end saving in CAPX only, you can lose all your job. If you save in folder by the last time, you can just re-import the missing textures and the project will open normally.

    Pew =(

  • Please, use dropbox instead of google docs, when possible.

    You'll need to event these situations to avoid the maximum number of exception.

    the sandBOX on my signature will drive you to page where have a CAPX, you can download it and ready the events, to see how I handled innumerably situations, and one of them is your walking issue.

  • Is it possible to switch between two modes?

    -way collision on the area

    -way collision on bitmap

    I'm not sure Construct 2 have bitmap collisions.

    You can pin as much collision mask as you want on the objects, see an example just downloading the sandBOX on my signature, where have collision masks for damage, detection purposes, physic, etc.

  • But you still need to place at least one instance of the object on the layout (outside, whatever place you want) to create it on the runtime. If you don't place the object, you'll not be able to reproduce any behavior for it (and I think your game will also bug).

  • Today I was searching for a CodeMasters game, that group who created alternative games for Nintendo, after hacking their Dashboards ^^

    Here's their wikia: en.wikipedia.org/wiki/The_Ultimate_Stuntman

    And a video about the gameplay: youtu.be/uIPFkdSQm6U

    I'll do Equilibrium using the same style and, in pixel art and 8 bits, with many type of stages and gameplays xD

    and you? It remember you the real valor of a nice game? where you invested all your weekend training to kill the last freak boss!!!?

    Yes buddy, this is very nostalgic! ^^

    Imagine a mix of youtu.be/uIPFkdSQm6U and youtu.be/SQbxoOxxNiE

    Would be awesome =D

    Maybe one day.

  • I was on several projects for friends who don't speak english ^^

    but saved a time to update Equilibrium.

    This still with only a sandbox, where you can play around.

    Now it support mouse and keyboard, but my plan is make it universal, with touch and gamepad too.

    It's missing the fighting animations for the mouse commands because I'm figuring out how it would work for the best performance.

    So, it can be done by several ways, but clicking on the enemy to release a fighting animation is pretty good, and maybe help in a lot of issues. Figure it out, when you click on the enemy, but far from him, the player will shot, else, he will perform a sword or punch or kick animation ^^

    Next month I'll finish the artwork of the first stage and improve the menu with cartoon pixel art planets, to meet the game style, and later, the intro animation and the moon animation too.

    Hope you liked how it's going.