TELLES0808's Recent Forum Activity

  • only 3 hours <img src="smileys/smiley3.gif" border="0" align="middle" /> try to put it in smart phones, i'm curious about the result.

    the only game of this genre that i played was this

    http://www.youtube.com/watch?v=TVzYGug3Cdk

    This one was an epic game ^^

    Updated with sound now. Deal with sound on Construct is really hard =\</p>

  • good! how many hours did you spent with this? the only thing that i found difficoult was remain in the road which could be larger than now <img src="smileys/smiley1.gif" border="0" align="middle" />

    Did you played micro machines? ^^

    I'll implement a steering wheel and pedals on the screen, so, people with smart phones can play too xD

    It was a fast prototype, about 3 hours of work and done it.

    Today I'll work more on scene objects.

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  • As part of Equilibrium, I'm testing my skills with car games and this is the first try ^^

    <center></center>

  • Awesome bundle, thank to Scirra and hope everybody here get their chance to win!

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  • Be more specific, start asking why the planet has gravity will provide you with very broad thesis.

    If you know how to do, you can make everything for 2D games in C2.

  • Hello Tom,

    I was trying to post a link on a tutorial comment and it returned an HTML string half finished.

    How I reproduced:

    You can try out to see with your own eyes.

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

    After many tries to repair that given code (by editing the comment) I found a way to reproduce the link, simple putting a "<" on the begin of the address. So, I believe it's missing in the comments code, because then it bug, it return something like this:

    a href="https://dl.dropbox.com/u/47035927/Samples/Practice/practice.capx" rel="nofollow">https://dl.dropbox.com/u/47035927/Samples/Practice/practice.capx
  • Though it's possible to spoof it, something that would be useful for static objects like tilesets, would be a sprite-like object without animation. So instead of an animation properties box, you had an image preview and buttons to scroll the usable tiles.

    <img src="http://www.johnnysix.net/games/tileset.png" border="0" />

    Something like this would be pretty awesome for workflow, as a quick preview and quick switching would be a lot quicker than changing frames.

    You can just make an object with many frames and change the initial frame on the canvas, it update the image to the currently frame.

  • > Well, I never tried, but I think doing a matrix (array) is the best way.

    >

    > A time ago I did a grid system on my canvas, this example may help you to position your sprites on the canvas and change their position while changing the weapon.

    >

    > First, you need to have an idea of how bigger will the the selection menu area. For example we will have a layout for this menu with the size of 100x100 pixels, this place is where our sprites will rotate around.

    >

    > Then, grid it. Your sample have a grid of 4 slots on the horizontal and 5 on the vertical, so, each slot size is: 25x20 pixels;

    >

    > Make your grid with math. You can construct on the begin of the screen and manipulate it later.

    >

    > For the first 4 items:

    > >> On layout start:

    > >> item.ID < 3 (because id 0 is the first):

    >

    > >> >> create item.ID on Layer 0;

    > . >> X = item.ID*LayoutWidth/4-LayoutWidth/2;

    > . >> Y = item.ID*LayoutHeight/5-LayoutHeight/2.5;

    >

    > This code will place the first 4 items on the first line of your layout (layout here means the menu area).

    >

    > Well, you can make it with infinite ways, this is the first way I may try (or doing animation sprites and calling the frames one by one, where the frame number coincide with the item slot on the item list of your sample ^^)

    I have a question about item.ID where ID starts, i was almost confused, i'm not sure you mean IID, UID or just instance variable?

    Anyways, i made a .capx which is buggy, maybe you can check to correct it, you can press by right or left arrow... thanks! :)

    http://dl.dropbox.com/u/76227787/MetalGearItemMenuUnresolved.capx

    I-m at work now, but that ID is an instance variable. You can set unique instance variables as IDs when creating any object by this way:

    GlobalID = 0;

    Any event trigger:

    >> Create object on X,Y;

    >> Set object.ID to GlobalID;

    >> Set GlobalID = GlobalID + 1;

  • Well, I never tried, but I think doing a matrix (array) is the best way.

    A time ago I did a grid system on my canvas, this example may help you to position your sprites on the canvas and change their position while changing the weapon.

    First, you need to have an idea of how bigger will the the selection menu area. For example we will have a layout for this menu with the size of 100x100 pixels, this place is where our sprites will rotate around.

    Then, grid it. Your sample have a grid of 4 slots on the horizontal and 5 on the vertical, so, each slot size is: 25x20 pixels;

    Make your grid with math. You can construct on the begin of the screen and manipulate it later.

    For the first 4 items:

    On layout start:

    item.ID < 3 (because id 0 is the first):

    >> create item.ID on Layer 0;

    . >> X = item.ID*LayoutWidth/4-LayoutWidth/2;

    . >> Y = item.ID*LayoutHeight/5-LayoutHeight/2.5;

    This code will place the first 4 items on the first line of your layout (layout here means the menu area).

    Well, you can make it with infinite ways, this is the first way I may try (or doing animation sprites and calling the frames one by one, where the frame number coincide with the item slot on the item list of your sample ^^)

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TELLES0808

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