anty21ro's Forum Posts

  • During the development of my game for the C3 game jam, I encountered some bugs and seen some things that I would like to be changed. I will list them here:

    1. When using tilemap, if I select a tile and click the rotate button, the collision of it doesn't rotate.

    2. When I copy a sprite that has the blend mode: additive, the new copy will automaticaly set the blend mode to normal

    3. If I want to change the size of a sprite in the Properties tab, click in the Size box and type a number, it will change only the width of that sprite instead of both width and height. Same thing happens with the Parallax, in the Layer Properties.

    4. In the Animation Editor, when I click the Resize button and I am not changing any value, when I click the Ok button the window won't close.

    Changes I would want to happen:

    1. When I select a tool in the Tilemap editor, mirror and rotate, I would like to see them highlighted (like the erase button for example) so I know the tiles are mirrored or rotated. It would be easier this way instead of verifying if the tile is on default rotate of mirroring.

    2. The active Layout is not highlighted enough, this is what I mean:

    https://www.dropbox.com/s/6my97iwqpvdh5 ... d.jpg?dl=0

    A thicker border will make it stand out more.

    I encounter a lot of errors that forced me to close my project, that's why I saved it very often. Mostly when opening images in the Animation Editor or when duplicating Layouts.

  • Hi. This is the game I've made in the last 8 days for the C3 gamejam:

    http://www.newgrounds.com/portal/view/694047

  • resdesign An example .capx would be best

  • Brice You have to add a condition on shooting.

    (event)On Left Mouse Button Click -----------> (action)Spawn another object Bullet

    (condition) "Ammo" > 0 . . . . . . . . . (action)Subtract 1 from "Ammo"

  • I reproduced it too.

    A few days ago I've made a post about something similar (glitchy), but in my case, the player stays always on floor.

    I've explained why I think this is happening in that post.

    You could take a look at it:

  • Maybe something close to this ?

    https://www.dropbox.com/s/k1w4a50ylwwqo ... .capx?dl=0

  • It work fine for me.

    The same as the platform from the left side that is not pinned and it has the sine behavior.

    I still think that the problem is with the pinning / positioning (every tick or whatever).

    But only where the platform that has the solid behavior applied is pinned (or set position every tick) to the sprite that has the sine/rotate behavior applied.

    https://www.dropbox.com/s/pkssvd387de5s ... .capx?dl=0

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • jobel The platform on the left side that goes up and down is pinned to one sprite, not more than one, and it behaves the same.

    Also, I used every tick as you said and it's the same thing, no improvements.

    Update:

    https://www.dropbox.com/s/pkssvd387de5s ... .capx?dl=0

  • Hi. When I was working on my game I came across an issue and I tried to reproduce it in the example capx below.

    I added a few platforms that are pinned to other sprites that are moving.

    The issue is that the player, when is standing on them, is moving a few pixel up or down, depending on the platform movement. He is not standing still / fixed on the platform.

    Ashley Is this caused because of c2 engine ?

    File:

    https://www.dropbox.com/s/pkssvd387de5s ... .capx?dl=0

  • Open the "Platform 4 (custom controls)" from the examples folder and you will see how in the event sheet. Don't forget to set the "Default Controls" to NO, in the platform behavior properties.

  • Stickman Sword Character — Now for sale in the Scirra Store!

    https://www.scirra.com/store/2d-game-sprites/stickman-sword-character-3425

    <p>Stickman Sword sprite sheet for side scrolling action adventure games.</p><p>Details:</p>

    • over 25 animations (idle, walk, run, jump, slash, kick, hurt, death, slide, defend, etc.).
    • PNG Sprite Sheets (between 24 and 8 frames per animation).
    • original character size is approximately 100 px.
    • a sample .capx with the character is provided.
    • spriter file included (13 body parts)

    <p>Please, check out the demo:</p><p>http://stickmansword.bitballoon.com/</p>

    Use this topic to leave comments, ask questions and talk about Stickman Sword Character

  • My first comment should have been way before ... on first page, I think my internet connection was the problem. Thanks for this example capx.

  • oosyrag an example capx will be great to see

  • Unfortunately I have no time to work on this tileset anymore .

  • Xefni

    Experimenting with normal map lighting.

    Nice ! I want to try the normal map effect for the game I am working on but I don't know how much PC resources is "eating" and how good can be implemented using C2. I will make some tests soon, too.