GodBrokeMyBanana's Recent Forum Activity

  • Thanks, Ashley! Considering the platform's capabilities and ease of use, this kind of bug is no big deal; especially since the Scirra team is always responsive in addressing known issues.

    Jason

  • Same for v205--almost any action while the image editor is open causes C2 to "stop responding." There was a similar problem (at least for me) with a beta release about a year-and-a-half ago. Saving as a project, rather than capx and then saving as a capx from the project resolved the issue then, but no such luck this time.

    C2 v205 / Windows 7 Enterprise / 32-Bit

    Jason

  • It's been several months since you asked, but I've had good results by making a particular object part of a family; even if it's the only one object type.

    This gives you the ability to test collisions/overlap for different instances of the same sprite object. The how can be achieved through different approaches to the logic, but it essentially begins from:

    01 Dude | is overlapping DudeFamily

    02 X Pick DudeFamily by Unique ID| Dude.UID <-----inverted from sprite conditions or you can evaluate the instance UID (as in UID <> UID ) via system conditions

    From this point you have many options, whether you test to see if one is moving faster, or at a particular angle, or pick a random instance picked from the aforementioned conditions; and then apply an every tick condition that moves or rotates one or both sprites with frame-rate independent action.

    The suggestions above regarding an invisible collision-detection sprite work too and you do not have to give it solid behavior--just trigger an event that properly picks the instances and then test some different frame-rate independent actions that correspond to the trigger. This is where our old, wretched friends cos/acos, tan/atan and sin/asin can help provide more accurate behaviors in groups of sprites.

    Jason

  • I've been working with Pathfinding behavior for a sprite character that has 'run' animations in four-directions on a 3/4 perspective playing field. I've struggled with the same issue of triggering the correct animation when the sprite is moving along the path.

    Pathfinding.MoveAngle changes constantly and in fractions of a degree, so the suggestion Newt offered inspired a solution that works for me. I created a global variable set to:

    PathfindingMoveAngle (Global Variable): floor(sprite.pathfinding.moveangle)

    Since this still frequently returns angles between the four directions of 0,90,180,270...I created a second global variable that converts any angle to one of the four angles aligned with the desired direction.

    For example, any angle between 46 and 135 is converted to 90. Then I set the animation speed to Pathfinding.Speed/2 (after fiddling around with different frame-rates).

    Additionally, I set a condition that tests the pathfinding.speed, so if the sprite's pathfinding speed is below 1 pixel per second, it defaults to an 'idle' animation triggered by the last 'run' animation that just finished.

    I named my animations based on the angles governing the four-directions?as Newt suggested?and it's worked pretty well.

    Thanks,

    Jason

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  • Hi:

    I uploaded the first demo level (and boss battle) of my inaugural creation, Bella's Jaunt. I plan on updating it with performance enhancements/corrections as well as additional levels as I finish their development.

    I've never attempted any kind of game design, development or tangible art�so this project is moving along at a glacial pace. If the pixels are a little raw, keep in mind I've been using painfully rudimentary tools (for the most part.)

    Despite the challenges, I eff'ing love this process. Even if fine-tuning the behavior of 'bees' made me want to break things :)

    Here is the link to the arcade version:

    scirra.com/arcade/addicting-action-games/7009/bellas-jaunt.

    I enabled it to be played on Safari and is actually pretty responsive on the iPad. PM if you want to check it out via link to the HTML5 index file.

    Thanks,

    Jason

  • SabinX

    I'll check it out today. Looking forward to it :)

    Regards,

    Jason

  • Very cool! Your tunes are great�I haven't even started wrapping my brain around music composition.

    Regards,

    Jason

  • Hi:

    Here is the very playable (but still a few bugs) first level, including the "boss stage", of my little platformer which has become a complete time-suck for me: dl.dropboxusercontent.com/u/184507682/Bella_HTML5_Demo_v1.1/index.html.

    This is my first attempt at developing a game and I've spent about six-weeks�and countless hours�building it; tweaking; expanding. Sigh. I've tried like hell to make it conform for submission in the Scirra Arcade but to no avail, so...here it is via DropBox.

    It's based on my wife and I's dog, Bella, and all the things in the world she hates...especially lamps.

    It's optimized for the Chrome/Firefox desktop browsers, but playable via mobile on Safari (especially with an iPad). However, I just realized I neglected to include the touch control layer, etc. for the boss-stage on this export.

    Regards,

    Jason

  • I'm learning on the fly here�and as someone who was...um...less than engaged in even the most rudimentary math courses, the design process has been infuriating (but awesome nonetheless).

    When I was a kid, I dreamed of having access to a Construct 2. I made "games" using paper cutouts, legos and other toys�games that made sense in my imagination, but quickly fell apart when attempting to explain how you "play" to a friend.

    Now I'm 35 and diving into this. I never really evolved past the 16-bit era, so my goal is to make a few retro-style games that are fun and ridiculous...but creative. Consequently, I end up continuously going back to work on game elements I thought I'd finished; things that I'm sure are totally needless.

    Since downloading C2 in May, I've started several projects; moving on to another as I realized what a horrible mess I made. But, they're silly and serve the purpose of wrapping my head around game logic and all the other crap that eventually turns my sprites into a chaotic lunatics.

    After countless hours, I think the core concepts and their iterations are finally starting to sink in: I've settled on a platformer project based on my (well, she's my wife's too) Italian Greyhound, Bella. The enemies are pretty much all things that scare the f**k out of her. Many of which are inexplicable�like lamps. She hates lamps.

    Anyway, here's a few screenshots from 'Bella's Jaunt':

    <img src="https://dl.dropboxusercontent.com/u/184507682/bella_shot_1.jpg" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/184507682/bella_shot_2.jpg" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/184507682/bella_shot_3.jpg" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/184507682/bella_shot_4.jpg" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/184507682/bella_shot_5.jpg" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/184507682/bella_shot_6.jpg" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/184507682/bella_shot_7.jpg" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/184507682/bella_shot_8.jpg" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/184507682/bella_shot_9.jpg" border="0" />

    Cheers~

    Jason

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