shinkan's Recent Forum Activity

  • in addition to the things mentioned above:

    1) Real camera and 3d placing of the layers. I am not talking about obj or any kind of 3d mesh support, no, just a 3d world to place assets around, like in Toon Boom, or HitFilm software.

    2) Per Layer and per Sprite masking options. The current webGL (?) Destination Over,Out and whatever, are hard to implement and have a counterproductive workflow. A system that uses either gray-scale maps, or opacity values to mask any number of layers or objects (using other layers and/or other Sprites) will be ideal.

    3) A timeline on the editor, with key-frame capability, to visually time and move objects around, add/or trigger events. This...

    4)...in combination with a curve-path editor for making paths ( attach object to a path, set speed, way-points, ping-pong behaviors etc).

    1. you can use magicam plugin for a camera - which should be made official and comes with C2 by default. Not sure what you mean by 3d object placement. Isn't Z ordering what you ask for?

    2. Sprite masking would be really nice. It could be done similar to how containers work. Add mask object for the sprite and it will affect only this sprite. Doing that with effects it's sometimes difficult and its forcing you to use separate layer.

    3. This could be made but as a plugin because that kind of feature will simply not fit to current C2 workflow. But still, would be perfect for cutscenes and timed events. There was something like that in CC, Timeline? if I remember correctly.

    4. I'm surprised C2 still lacks of path editor after all releases. I know it's quite easy to do by events, but proper plugin for that would be great.

  • spritelamp is a scam. It's a perfect example how to get money from people for something that can do for free themselves.

  • Differentiating player turns can be easily done with one global variable. Same for turn duration.

    Leveling/skill system depends on what you want to do - can be very basic or very advanced and complicated

    Movement of player between layout is pretty similar to skill system - It's all about what you want to achieve.

    What you are asking can be made in many different ways. You need to ask yourself what you specifically want to do and then ask specific questions.

  • 1. This

    2. Change keyboard shortcuts: F5 - run from first layout, F6 - run current layout, F7 - debug current layout, F8 - export

    3. Point sampling in the editor - or an option to toggle between point and linear

    4. Option to toggle WebGL on/off in the editor

    5. Better plugin/behavior support - modularity should cover this nicely

    6. 100 different things that I'm to lazy to write about.

  • If that's the case you should write exactly what you need and what you can offer in exchange. Because you are looking for someone to make entire game for you - which is difficult, time consuming, and it won't be cheap.

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  • Instead of creating 50 different text objects You can create only one with instance variable to differentiate them.

  • So you only need someone for this part "when a monster dies, two reappear, with this a scoring system for the player" or for overall rpg game ?

  • just drag and drop Paster.c2addon file to opened C2 window, wnd it will prompt you to install it

  • Most of the plugins will work on mobiles

    Paster

  • https://www.scirra.com/forum/capx-yet-another-shadow-caster_p699278?#p699278

    Download R0J0hound example from that link called "mario_record_w_shadows.capx"

  • That's not true. I'm not Pro or business, just have a simple Basic account.

    I honestly don't know why you don't have a Public folder and can't remember if I had one from the start or I have created one myself... Did you install Dropbox app? maybe then folder will be created.

  • Tile id and Tilemap.IID are two completely different things

    If you need to place sprite on every tile with id=15 you need to use For loop

    something like

    +For "x" from 0 to tilemap.width/"cellsize"

    +For "y" from 0 to tilemap.height/"cellsize"

    ++ Tilemap: Tile (loopindex("x"), loopindex("y") = 15 - > System: Create object Sprite at (Tilemap.TileToPositionX(loopindex("x")), Tilemap.TileToPositionY(loopindex("y")))

    Edit: yep, ninjad by nimos100

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shinkan

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