TELLES0808's Recent Forum Activity

  • You can load url's for sprites, tilemaps and tiledbackgrounds, for example.

    The canvas plugin is very similar to tilemaps, but works with any uploaded image without the need of these additional steps.

    Canvas Plugin:

    -----

    You don't need to worry about arrays for this simple task, because a simple math is enough.

    The size of each image will be previous know? Do you know how much images you want place on the canvas?

    Imagine the canvas divided by slots and give each slot an ID, you'll know each position by its ID and you will be able to place them on the right position. Store the id and position with instance variables.

    If you hate math, you can use an invisible tilemap on the background with previous size determined (but you'll be able to change it at runtime if necessary), so, use the tiletopositionX(tileID) and tiletopositionY(tileID) to place you image on the desired tile.

  • you can also use choose(1,2,3) or choose(a,b,c), it'll randomly pick one of the variables written inside the ()

  • As far as I know and have experienced, doesn't matter where you placed your resources, if the link point to the index and you haven't moved any other file inside the game structure, it should work fine as intended.

    For example, in the past I used to share my games using dropbox and never had problem with linking it. These days I'm sharing them by some websites, where I created a subfolder and placed the game there, using a shortcut (foldername.sitename.com) to link them, like your link structure, but I can link directly with no problem (sitename.com/foldername), because the system will always ask for the files using the same address of the index.html

    Hope it helped.

  • To clear the HUD you can simple set the visibility off or set the opacity to 0%

    https://www.scirra.com/tutorials/1207/h ... ing-canvas

  • You can also ask the video author:

  • Windows 10 Java 64 bits and export is giving error too. Was working fine in R234.

    Java 8 Update 111

    C2 R240

  • C2 is not developed to be a good painting tool, but...

    You can by two ways:

    A - Making a plugin;

    B - Making your canvas be a mosaic filled with invisible tiles, whose in touch with a tool will trigger a sequence of events, like a pencil drawing around the point or a paint start painting everything until it reach other tiles with different color from the first one. Also, you can implement tolerance and other behavior, plus, improve the size of the tiles to be small as a pixel, but again, you can use other type of tool to make it easily, including opensource and freewares html5 tools.

  • The capx and a live sample is on arcade for download.

    https://www.scirra.com/arcade/other-gam ... -test-1841

  • MPPlantOfficial

    You can make the surface with an animation, the bump animation should be triggered with events, nothing behind scenes, nothing draw in runtime, it's all made using sprite animations...

    If you want something more elaborated, like surface tension, you should use a plugin or by placing numerous sprite animations on the surface, like this: https://app.box.com/s/6dd3xqw2rklv3ce3tllf

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  • > Looking good everybody!

    >

    > Been working on a platformer inspired by a weird combination of Dig Dug and Ecco the Dolphin. I don't have a title yet.

    >

    >

    >

    >

    That water splash effect and the ground parts/rocks look great. Can you explain how you made it ? Are you using phisycs and particles ?

    His artwork is amazing.

    You can make the water using sprites on a foreground layer with layer effects to distort and the splash effect is a simple sprite animation with particles over.

    If you're looking for water physics, try

  • Interesting question, it's recurrent here.

    You have two choices, the first one and easy, but not 100% perfect is make some invisible sprites as detectors and place them attached to your player, so, make for example 6 detectors, 3 on both sides and them an event to detect which angle is the slope and change the player angle according until the detector stop detecting the slope, also, make slopes in a group named properly to make it easy to the detector identify a slope, otherwise, your player will become crazy in any exception.

    The second way, better and used for example in games like Sonic, you'll make each slope and looping with a specific ID, when the player touch it, you'll need to set an event to detect what side is him facing and change the angle according.

    Look my very dust old and abandoned sample here to understand what I mean by detectors, for example:

    Subscribe to Construct videos now

    or download this sample of Sonic and use it: https://www.dropbox.com/s/bdjlvpo2bv5cy ... .capx?dl=0

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TELLES0808

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