TELLES0808's Forum Posts

  • I'm having many issues while we don't have this triggers, because the variabbles and conditions I did for my game stopped to work in R66 because of them.

  • I like the way C2 is, but shortcuts would be nice, specially when using the QWER-ASDF-ZXCV grid =]

  • nless plans change, there will be a free version of the Construct Classic Plug-in, and a Pro version...just like Spriter itself. I'm guessing the Free plug-in will support all of The free version of Spriter's features, and the Pro (commercial) version will support ALL of Spriter's features.

    The plug-ins are separate product, ofter programmed by additional paid engineers...we couldn't provide the Pro plug-ins to Spriter Pro owners without drastically raising the price of Spriter Pro.

    Charging seperately for the Spriter Pro Plugins allows us to keep the price very reasonable and allows customers to pay only for the plug-ins that they need, or just use the free versions.

    Thanks very much for your support,

    Mike@Brashmonkey

  • Hello folks,

    Awesome news!!

    latform behavior: animation triggers 'On jump', 'On falling', 'On landed', 'On stopped' and 'On moving'. These should significantly simplify events for animating Platform characters.

    Looking forward, how about the sliding trigger? This trigger can be used for ladders, ropes, and wall sliding like megaman.

    The only way I figured out to make the sliding pose match perfectly with the megaman and mario style was using two objects, one with the plataform behavior and another with no behavior, making the player stop when touch the wall, ladder, etc. The second object need to match the player position everytime it touch a wall, and the player need to update his X and Y when releasing the pose.

    http://dl.dropbox.com/u/47035927/temp/Game%20events.xml

  • I mean you can make it using "variables" like boolean (true/false) variables. Make a condition where your "while" can not meet the circumstances and them make it change the conditional for "false", also, make it check in the begin if the conditional is true.

  • Awesome, today I was just suggesting it here: scirra.com/forum/full-preview-of-gadgets_topic45925.html

    Sold! I saw this tool on Game Maker Community a long time ago, and now it's looking simple perfectly xD

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  • Also in the editor, use the property "Initial frame" to see directly in the editor the "outcome" of different frames of an animation.

    You can have a kind of preview and help your way visually through the setting of "logical frames" of your complex sprite. (the pin behavior might indeed be useful there)

    Or you just wait a few months for Lucid to finish/make his spriter plugin for C2.

    Kyatric

    That was exactly what I was talking about ^^

    Ashley

    Indeed, and with the Brashmonkey plugin, it'll be much faster =]

    Thanks!

  • Hello Mr. Thomas and Mr. Ashley,

    I would like know if a suggestion in the gadgets building system is welcome?

    This is how Flash games are made, I used the Castle Crashers sprites to show how We work there, and is amazing how easy the learning curve is.

    First, there you make the pin poing, nine of them are pre-established, but you can type a exactly number too. It look very similar to C2 xD

    <img src="http://dl.dropbox.com/u/47035927/alignment.png" border="0" />

    Them, you make the sprite a symbol, and attach it to another symbol, like in C2, using the pin.

    But, is hard to figure out how it's going, or aligned, without a preview.

    So, on Flash, you can build it and watch the animation, also, you can make ghosts of past frames and future frames, etc.

    I believe C2 can be much better with a preview system like this, making easy the learning curve for pins and saving much time on Complex Multi-Sprite monsters and bosses =P

    <img src="http://dl.dropbox.com/u/47035927/sample.png" border="0" />

    (Please, ignore the text inside the image, I did it for a friend a long time ago.)

    That image is not the best one to show. I'll try to describe it better.

    In the animation editor, where you select the pin alignment, is okay, but, on the Main Canvas, where you place your boss, for example, and he will have body, head and a composite neck, build up with circles.

    When you pin each one using code, you can preview them only when playing.

    A specific area to preview and build composite things can improve much more Our job =P

    Another example is when you're doing a game where you can change the pants. So, you set anchor points, and align each one using number in the source code, but when you wanna use the same "weapon" sprite, only re-sizing it a little bit and rotating it, you'll can save much bandwidth and work.

    But, is near to impossible make it only using codes. An example to see the situation:

    I did the castle crasher chacacter with his arms in a separated animation, pinned it to the body, pinned the sword to the arm, when I rotated the arm, the weapon will keep his angle, to make it show like the animation above, I need to Math his angle with the arm and the body, but when using the "gravity" angle different from 90? in the game, it become slight complex ^^

    With the Composite gadgets preview, You can make options to change the anchored sprite angle according to the anchor sprite angle, and much more, looking forward, you can build the preview with sub-animations, where We can easily call it in the code, etc.

    What do you think? xD

  • I'll fix it next release ^^

    Thanks for the tip.

  • Kyatric like Excel?? Alright!!! xDDDD

    Each day I'm loving much more this Community and C2!

    Thanks =P

    Edited: updated with the looping, perfect ^^

    dl.dropbox.com/u/47035927/sandbox/index.html

  • Hello,

    I would like to ask about the 'On animation "" finished' conditional.

    What I want to do is, setup it to auto-increment a variable like this:

    From:

    Is "punching" = false > Set animation to "punching_002";

    On animation "punching_001" finished > set "punching" = true;

    On animation "punching_001" finished > Set animation to "punching_002";

    On animation "punching_002" finished > Set animation to "punching_003";

    On animation "punching_003" finished > Set animation to "punching_003" & set "punching" = false;

    to

    Is "punching" = 0 > Set animation to "punching_002";

    On animation "punching_001" finished > Set "punching" = 1;

    On animation "punching_00(punching variable number)" finished > Set animation to "punching_00(punching variable number)";

    Set "punching" = + 1;

    Is "punching" (>) 3 > Set "punching" = 0;

    I know, this don't make much sense, but I'm about to make many repetitive poses, and I think using loops is the best way to make it.

    But, I can't get a variable to replace part of the animation name inside that condition =

    Any idea?

    Look the sample:

    http://dl.dropbox.com/u/47035927/sandbox/index.html

    Keep "Delete" pressed to see all the sequences (it's not finished and all the conditions are not setup yet);

  • Edited: After brainstorming about it, the challenge was defeated =P

    Somebody, I used another way, but is really nice to see this variable, I'm hopping to have more variables in the help file to learn about. Thanks!

    Kyatric, thanks, your tutorial really helped =)

    renegade, yes, mixing with your tip it worked.

    Click on the sample link, now it's working right with a clear code =P

  • Hello folks!

    I'm needing a part of code to make this happen:

    condition > Press UP while Wall sliding pose and wait 1 second > do the jumping pose;

    And in the system have a feature to work with time, but I mean that's a global time, what I wouldn't not reset it everytime the wallslide pose happen.

    So, I can make a variable count, using every tick, increasing his size bigger than 60, then it check as 1 sec?

    Doing this way I wanna be certain of how much times "every tick" update by second?

    The sample is here:

    http://dl.dropbox.com/u/47035927/sandbox/index.html

  • You're right. After saving in capx and saving back to the folder format, the textures are all there.

    Strange is that happen yesterday with me 2 times, maybe it's something I did wrong, but nothing changed in the source today and it's working right.

  • very nice stuff, thanks!!!