VertexZero's Forum Posts

  • Forumpy,

    I sent you a small capx file with an old version of my prototype. I sent you some info about it as well. Let me know if you cant completely figure it out.

    Cheers

  • Once I get back home I can send you some info on how I did it for my project if no one else does it before me.

  • Did you guys download it? I would like to know so I can take down the link, thanks

  • Right set Player Not Mirrored

    Left set Player Mirrored

  • I think it would be nice to have a grid system in the Edit Image window. For some animations I move the origin point and personally it would be easier to work.

    Thanks!

  • Really nice!

  • Collapse all seems like a good idea, but its pretty readable to me so far.

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  • Use mask types (or invisible collision sprite) as collisions instead of the sprites? thats what Im doing for my project.

  • This the link:

    Its commented so you shouldn't have too much trouble understanding how it works. Small bug though: when placed one aside another one, the spikes tend to rest up.

    I wont be fixing this right now.

    Hope it helps.

  • You should use booleans (true or false), by adding instance variables to your player.

    Then, you should have both animations for left and right legs doing a step.

    Probably would work better with custom movement, but I'm sure there must be a way with platform behavior.

    Give it a try, and post your capx if you have problems.

  • Tell you what, tomorrow Ill try to put a small capx file with whats necessary. and Ill comment it.

    Cheers

  • the way I did it for my project was to have floor tiles that can have spikes. You can perfectly add the randomess factor to it.

    I added an intance variable called fSpikesID

    and I use system Pick to know which spike trap is being activated.

    I can send you images of the code if you want

  • Desert of Kharak might be using marmoset light engine and using PBR. We used the same in our project. There's also the possibility of using Autodesk Beast.

    At the studio we have people that also worked in projects using Unreal 4 and its indeed more powerful. Shaders can be completely customized in UE4. Plus you can also use Blueprints to have full control on them. I base this on my knowledge with both engines. Our experience with Unity was awful.

    Its a good engine but not appropriate for certain game types, that's all. Power wise its very limited when compared with how Unreal works. here I'm talking about pipeline wise.

    And obviously we have access to all the latest versions of both Unity and Unreal.

  • I know Aesprite can export .json file for animations. I wonder if there would be a way to load animation info ingame.

  • mahdi71, Unreal 4 Lightning system is stronger than Unity. We tested Unity with different systems for previous projects and comparatively to Unreal 4, Unity pales.

    Now, I disagree with C3 having 3D. If its done externally like what can be found for C2 then why not, but I think C3 should continue focusing on 2D instead.

    After all not many users will be able to build 3D games.