TELLES0808's Recent Forum Activity

  • Make sure to don't miss Delta Time, it's essential for any animation show smoothly.

    Another thing, you can still using Platform behavior and pin a physic behavior on him, using it to check collisions, etc.

    A simple Jump behavior need to have 3 stages, is jumping, jump peak, is falling.

    A simple jumping player will need simulate controls for left, right, and the jump behavior.

  • You can try timing how long the animation takes to run and see if it's exact. Say you have 3000 frames with a animation speed of 60. If it's exact it should take 50 seconds.

    If it is not exact you could set the animation speed to 0 and manually calculate which frame to use with events.

    start of layout:

    -> play music

    time <= 50

    -> set animation frame to int(time*60)

    I did it this way:

    *First canvas:

    **Pre-load the music;

    *Second Canvas:

    ** Set the animation frame by frame using dt to don't delay, 15ms per frame;

    On the laptop, the music finish exactly when the spaceship hit his second point, it was calculated to be this way.

    On the computer, the animation run very fast.. I'll re-install Chrome to see if it still affecting, because of yours reports.

  • Yann,

    This issue is about animation.

    The Delta time was used to animate because if I play the animation normally, it will never sync with the music (because of the pure fact every computer in the world will have a frame rate different).

    I just want cap the frame rate to 60 or above.

    Doing this way, setting the animation frame to occur on the dt, instead of fps or tick, to maintain it sync with the music.

  • For some reasons I did a square invisible player and pinned some objects on him.

    One of them was a circle with Physics behavior, where have that circle collision mask.

    I used the circle to smoothly the detection between the player and some physic boxes on the screen.

    Following this philosophy, you'll be able to reach what you want mixing it with the other types of collisions in your game, and of course, if you change the sprite size, the circle also change.

    A long discussion was made about the circle polygon, on Stencyl community, and the result was No, they didn't implemented it because of the issues around the Hardware usage and performances.

  • It's possible with ajax, but ajax works on the same domain the page is on.

    Won't work to call .txt from other domains.

    http://dl.dropbox.com/u/23551572/C2/externalFile/dialog.capx

    Works fine here

    http://dl.dropbox.com/u/23551572/C2-Games/dialog/index.html

    But I'm pretty sure it won't work if you export the .capx in your own webhost.

    Yann, sorry to bore you, but it's common to fail when in preview mode?

    After editing the source file link

    Your capx is returning fail even if exporting it with the pre-configured address..

    dl.dropbox.com/u/47035927/temp/multi_language_test/index.html

    Edited: the issue was caused by caching it with the first try ^^

    So! People who is wondering use it, edit the TXT link before exporting it, if you export it before editing it, clear your Cache.

  • You can check it? The animation link

  • For sure

    Just make your own physic system, using variables and conditions.

    You'll also need to simulate a gravity system, if you want make it look like a real jet pack game, or, if it's on space, acceleration and deceleration, because space don't have gravity and if you get an impulse, (an acceleration for a limited time), you'll keep the final speed after the impulse depleting.

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  • I'm having serious issues with sound sync because of fps and it's variation.

    Well, I'll handle the sound sync later, but to start the solution, C2 can handle the limit of FPS?

    Why of it? I'm running the project on a laptop, where it show average 60fps, but on my gaming computer, it's near of 200fps, the animation finished 3 times before the music..

    Yes, I'm using .dt for everything, and maybe time scaling it would work, but I don't want go this way at this time.

    Do you know any magic to keep the frame rate at 60fps or less?

  • You can, also, use a mix of Sine and random variables to make your own particle system.

    Watch this code (it's not mine, but I don't remember where it from...)

    https://www.dropbox.com/s/jjhkdd0drvka84s/leaves-particles-example.capx

  • I can give you the tip: Download the sandBOX and study the code, there have a lot of poses and polished animations.

  • This is trick to do...

    Well, you can follow the links and on the last one you have the sollution.

    Main issue:

    scirra.com/forum/suggestion-show-i-uids-for-selected-objects_topic55109.html

    scirra.com/forum/missile-smoke-trail_topic54291.html

    dl.dropbox.com/u/11087850/ParticleParent.capx

  • Well, I don't know in English, but in my main language we call it by hand artwork with a mix of pastel colors.

    not sure if hand artwork means what we call in portuguese, but is this way.

    The artist did the artwork on a paper, scanning it to photoshop, I mean, drawing the outlines and coloring later.

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TELLES0808

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