CF78's Recent Forum Activity

  • Nice! <img src="smileys/smiley32.gif" border="0" align="middle" />

  • This is an interesting thread. I've been using C2 for a little over a month. I love it. I tried unity, gamemaker, etc.. C2 was the most intuitive and quickest to pick up. I tried CC as well (cause I wanted shaders and lighting) but found it tougher. Mainly because I tried C2 first. ;)

    As far as HTML5, WebGL, etc. I'm 34. I remember when people thought flash, AS & java were weak. Within a short time they became quite powerful. (and supported) I'm a graphic / web designer by trade. (primarily mobile) I can Honestly say that sticking with HTML5 is a wise choice. It's getting better everyday and has obviously made an impact to where it threatens Flash. (well actually Apple threatens Flash) WebGL is going to get better I can promise that. The mobile market (as sad as it is) dictates a ton of our technology. Including the gaming counsels, and PC. Steam has a counsel coming out, there's OUYA too. The support for the features CC seems to have over C2 and WebGL is only going to get WAY better. The market is asking for it. It take a little time but I bet the farm that within 6 months.. we'll be seeing everything we want in C2 come to life. Granted there are some limitations atm but it will get better.

    If you are considering writing your own game engine. Here is something to consider:

    When I wanted to make a game I called on a buddy who programs in C++, since most of the reading I was doing on the subject pointed to C. He told me to learn C++ and when we got into the details about game development, you are honestly looking at about 1 year of solid (non object oriented) programming.. (if starting fresh) before even attempting to write an object oriented program. Javascript can be just as difficult as well. He gave me grief on using a game engine.. (still does) I felt like a cheater at first until I read a post by Tommy Refenes on game development. http://www.gamasutra.com/blogs/TommyRefenes/

    He makes a great point. program with whatever, use what ever can get something on the screen the fastest and make a game. It's really a matter of what you are comfortable with.

    I'm excited every day to come to Scirra's site and see what's new, what people are working on, and the problems and solutions that come out of it. It's innovation and growth. :)

  • There was a tutorial on this just posted that maybe what you are looking for.

    Wall Jump

  • I have been playing around with different techniques on producing dynamic shadows. The first method I tried was the canvas plugin, which works amazingly, but seems lack in performance when you begin adding more elements and events.

    I also read Rory's way of using a shadow sprite pinned to a caster object and setting its angle opposite to that of the player. I implemented this along with changing the size of the shadow based on a instance variable I place on the player called "shadowRange". Using some lerp & *dt I can change the size depending on the range (position) of the player. This works, but lacks the true responsiveness based on the players position due to the static nature of the instance variable.

    I imagine there is a way to "lerp" the players distance in relation to the shadows position to change it's size... If that makes sense.

    I have mocked up a little demo of what I was able to accomplish.. Shadows

    Any pointers would be greatly appreciated.

    Thanks,

    Chris

    <font color="red">EDIT:</font> I updated the file. I figured out how to do it, after realizing I answered my own question. With a little tweaking I think that could work out nicely as a way to produce dynamic looking shadows.

    Will update as I work on it further.

  • Something like this? http://dl.dropbox.com/u/58760772/wall_stall.capx

    If all else fails I would dissect an example capx of ladder climbing. Similar functions... scirra.com/forum/solved-climbing-a-ladder_topic45310_page1.html

  • Hello!

    I'm Chris. I'm a 34 yr old graphic designer / illustrator. I have been playing games since the Atari days, and pushing pixels since v1 of Photoshop. My passion is to create. I recently started to get into the very basics of video game development/creation. I have been using Construct 2 for about 2 months now, and it's absolutely awesome for a guy like me.

    If anyone needs some answers or tips in the art department, I will do my best to assist. I'm hear to learn, share, and most importantly to have fun.

    Thank you to those whom have helped me thus far, and to the guys that made this great piece of software... You Rock! I look forward to helping out wherever I can.

    Chris Farina

  • Never mind. I found it in the "How Do I" links.

  • I was wondering how I would control the camera to zoom to a specific position of the layout.

    Basically I want to trigger an event, then zoom to specific location for a timed period, then reset camera to the player.

    I know you can set layout scale, but I'm confused on the syntax to scale to a specific layout location.

    Thanks

    Chris

  • I had a similar question about UID and instances. Store the values in a dictionary. I created a demo of what I was working on to solve this.. it may help out - Demo

  • Very interesting! All the little things that get overlooked seem to be the most powerful ;) Thanks for sharing!

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  • I figured since Kyatric helped point in the right direction, that I would share how I implemented the use of a dictionary. Perhaps someone will find this useful as I did :)

    I simplified it best I could:

    -Player can collect set number of items statically placed on level by colliding and setting item invisible.

    -HUD shows number of items collected (in animation form)

    -Collide with enemy and last item collected is taken away and set visible AND HUD will take away last collection as well

    Link to file - dl.dropbox.com/u/58760772/itemCollect.capx

  • I'm digging the dictionary and UID functionality.

    One question:

    Am I able to use a single dictionary to hold multiple object/sprite UID's or is it best to just use a separate dictionary per object?

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CF78

Member since 21 Dec, 2012

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