TELLES0808's Recent Forum Activity

  • I did using frames, because after many tries, my version was not good enough. But using frame animations, it's perfect.

    Also, I was having several issues with the detection, also when pinning the animation to a invisible player.

    The sandBOX was made with these rotating frames, you can check them, and you'll see what I mean of feeling good, because the animation always will show the right frame on the right moment of the rotation, instead of depending from forces, torques, etc.

  • Well it's not rounding anything. At 100% zoom, sprite position was always whole number without decimals. Decimals showed up when zoom is bigger then 100%. Same with size, but it gets decimals all the time.

    Oh, okay then, I didn't noticed it. This video was made before I read your post.

    Maybe a little button to round the values can help Us a lot! ^^

    I was having several problems with collisions because of very little misalignments.

    youtube.com/watch

    Ashley , my bad, this was the zoom rounding the numbers ~_~

    Maybe later, this can be added, because help a lot while doing collision masks for scenarios (I'm doing primitive forms, because one day you told me to use it, remember? scirra.com/forum/collision-polygons-and-detection-issues_topic54181.html

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  • Ashley

    My computer is not brand new, but it's quite good.

    -------[ Summary ]----------------------------------------------------    Computador:

          Tipo de Computador                                PC baseado em ACPI x86

          Sistema operacional                               Microsoft Windows 7 Ultimate

          Service Pack do Sistema Operacional               Service Pack 1

          DirectX                                           DirectX 11.0

          Data / Hora                                       2012-09-07 / 14:40

        Placa m?e:

          Tipo de processador                               DualCore Intel Core 2 Duo E6400, 2133 MHz (8 x 267)

          Nome da Mother Board                                Gigabyte GA-965P-DS3 (3 PCI, 3 PCI-E x1, 1 PCI-E x16, 4 DDR2 DIMM, Audio, Gigabit LAN)

          Chipset da Placa M?e                             Intel Broadwater P965

          Mem?ria do Sistema                                3584 MB (DDR2 SDRAM)

          DIMM1: KingStonDDR2GPC800                         2 GB DDR2-800 DDR2 SDRAM (5-6-6-18 400 MHz)

          DIMM2:                                           512 MB DDR2-667 DDR2 SDRAM (5-5-5-13 333 MHz) (4-4-4-11 266 MHz) (3-3-3-8 200 MHz)

          DIMM3: KingStonDDR2GPC800                         2 GB DDR2-800 DDR2 SDRAM (5-6-6-18 400 MHz)

          DIMM4:                                           512 MB DDR2-667 DDR2 SDRAM (5-5-5-13 333 MHz) (4-4-4-11 266 MHz) (3-3-3-8 200 MHz)

          Tipo de BIOS                                      Award Modular (06/25/09)

          Porta de comunica??o                             Porta de comunica??o (COM1)

          Porta de comunica??o                             Porta de Impressora (LPT1)

        Monitor:

          Adaptador gr?fico                                 ATI Radeon HD 5670 (512 MB)

          Adaptador gr?fico                                 ATI Radeon HD 5670 (512 MB)

          Acelerador 3D                                    ATI Radeon HD 5670 (Redwood)

          Monitor                                           Samsung SyncMaster 199BW/940BW/MagicSyncMaster CX915BW (Digital) [19" LCD] (H1AK500000)

        Multim?dia:

          Adaptador de som                                  ATI Radeon HDMI ATI Redwood - High Definition Audio Controller

          Adaptador de som                                  Realtek ALC883 Intel 82801HB ICH8 - High Definition Audio Controller [B-0]

        Armazenamento:

          Controladora IDE                                  Controlador de canal duplo padr?o PCI IDE

          Controladora IDE                                  Intel(R) ICH8 2 port Serial ATA Storage Controller - 2825

          Controladora IDE                                  Intel(R) ICH8 4 port Serial ATA Storage Controller - 2820

          Drive de Disquete de 3 1/2                        Unidade de disquete

          Disco r?gido                                      SAMSUNG HD160JJ ATA Device (160 GB, 7200 RPM, SATA-II)

          Disco r?gido                                      SAMSUNG HD501LJ ATA Device (500 GB, 7200 RPM, SATA-II)

          Drive ?ptico                                      HL-DT-ST DVDRAM GSA-H42N ATA Device

          Status dos discos r?gidos SMART                   OK

        Parti??es:

          C: (NTFS)                                         148.9 GB (60.1 GB livre)

          D: (NTFS)                                         465.8 GB (183.8 GB livre)

          Tamanho total                                    614.7 GB (243.9 GB livre)

        Dispositivos de entrada:

          Teclado                                           Teclado Padr?o PS/2

          Mouse                                             Mouse compat?vel com PS/2

          Mouse                                             Wacom Router Mouse

        Rede:

          Endere?o IP principal                             192.168.1.104

          Endere?o MAC principal                            00-16-B6-5C-F4-3A

          Adaptador de Rede                                 Linksys Wireless-G PCI Adapter (192.168.1.104)

          Adaptador de Rede                                 Marvell Yukon 88E8053 PCI-E Gigabit Ethernet Controller

  • It's bold when you right click on the frame windows to add a strip, for example. Also, it's very slow, before I was doing the job in less than a second, now, it's a bit slow, 5 to 10 seconds to load the same images.

    I did a video to show the procedure.

    youtube.com/watch

  • Nice addition Mr. Ashley

    I was thinking in suggest it, but today I was positioning some sprites on the canvas and noticed the plus. Also, it's rounding the sizes too, very nice! Thanks, this little tweak is really useful.

  • I reproduced the problem when hitting F4 to preview the game, but instead of keeping watching the loading screen I clicked to see the forum and it popped up.

    <img src="https://dl.dropbox.com/u/47035927/temp/crash_report.png" border="0" />

    It's random and I tried to reproduce it again in video but nothing happened.

    Also, no third part is installed, no plugins, only the C2 as it is.

  • I think you'll need to deal with arrays and variables.

    An inventory sample is placed here, it may help: scirra.com/forum/forum_posts.asp

    scirra.com/tutorials/244/rpg-inventory-drag-and-drop/page-1

  • http://www.thefreedictionary.com/nth

    th [?n?]

    adj

    1. (Mathematics) Maths of or representing an unspecified ordinal number, usually the greatest in a series of values the nth power

    2. Informal being the last, most recent, or most extreme of a long series for the nth time, eat your lunch!

    to the nth degree Informal to the utmost extreme; as much as possible

    I mean it's like to say, the last "number", the higher, the most recent.

  • And you still needing to avoid sorting the entirely canvas, because of performance issues: Post about it here

  • I always come here to check if the post still alive ^^

    A plus need to be added here:

    If you have enemies overlapping each other, you'll need to check their own.Y and use the solution of sorting them behind each other.

    I was thinking in make an instance variable and call it by Z, them, check their.Y and sort on the canvas. You can also check if the object is displayed on the canvas, saving CPU ^^

  • Oh, my. I've never thought about that shadow thing. I need to check it out tomorrow when I have time. Thank you so much.

    Yet you didn't answer my question. I was talking about the walking enemies that overlap each other and doesn't go behind others when walking higher (farther) on the level. I just realized that whenever 8-directional object moves, it comes on top of the layer. Or so it seems. I'm not completely sure, since it could also be the action that I made for player's depth. I can make the enemy go in front or behind player sprite, but not other enemies.

    I can't really share my CAPX because it's full of graphics, test stuff, debugging etc. Pre rendered 3D stuff with lots of frames ;)

    If your shadow is placed for enemies too, they will not be able to overlap each other, by checking their shadow.Y and collision polygons ^^

    Read more here: http://www.scirra.com/forum/rpg-games-and-the-overlapping-issues_topic51274.html?KW=rpg

    Also, you can know what enemy is behind each other by checking their ID. You can easily make an ID as an instance variable on creating or on placing the enemies on the Canvas (this way, just fill the ID on the instance right after placing them)

    Needing to know more about how to know what shadow is hitting with what shadow, you can check this little talk, it's a plus and you'll need it on the future: http://www.scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

    ^^

  • Congrats! Awesome news, but it's only for mobiles? ^^

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TELLES0808

Member since 27 Oct, 2011

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