InDWrekt's Recent Forum Activity

  • The answer is, it depends.

    To get the Spine animation file to run in a Construct project you will need a plugin (just like with Spriter). The last I knew, the creators of Spine are not building these plugins. The are working on a json exporter which can be used to create a more generic plugin but, I have not yet found any specific plugin which has been built for Construct to make use of the json files created.

    A few months ago, I took a look at both Spine and Spriter to decide which to get. I chose Spriter because there is a plugin being developed by Lucid so I didn't have to write my own.

    <Link so people who find this thread will know where to get it>

    If you prefer Spine you have 2 options. First build the animations in Spine and export to a series of sprites. Second, develop your own plugin (or find a developer who will) to run the animation file Spine puts out.

    I hope this gives you the information you need.

  • To do this, you could look at the path finding behavior. Your character will need to have a path finding behavior and will need to check its distance from player. If the player is outside of your acceptable distance, it should use the path finding behavior to get to the player. This is extremely simple and make use of the built in functions in Construct but the character will not follow the exact path of the player, it would just try to find the shortest available path.

    If you want the character to follow the players moves exactly, you would need to record the exact path the player used. You could do this easily by dropping invisible helper objects at each point where the players direction changes. These objects would need to have an incremental number variable so the character could follow them in order. When the character collides with each helper, it records the number of the object and the object is then destroyed. A good way to learn how to do this is to look at the template in Construct for click to move. Open Construct, create a new project and look through the list of templates for click to move.

  • Construct 2 has a behavior called "Drag and Drop" which makes the object that has the property able to be dragged and dropped where ever you want. Simply start a new project, place an object on the visible area, give it the "Drag and Drop" behavior and hit run. You will be able to move the object around as desired. All that is left is to test if the location the object is set is correct or not. To make it return to it's previous location on failure, give the object local variables containing the x and y positions of it's start position and on failure, set the objects x and y = to the stored x and y.

    There is a tutorial RPG-Inventory drag and drop. you can find it here:

    https://www.scirra.com/tutorials/244/rp ... g-and-drop

    It shows a more extensive answer to your question. I have not actually read through the tutorial but it appears to go over a little more than what I did.

    There is a large collection of tutorials on this site to help people just getting started. To find the above tutorial, you could go to the Tutorials section and in the search box, type "drag and drop." I'm not sure how/where you looked for tutorials but this is how I found the tutorial reference for you.

    Also, Construct has quite a few examples shipped with it. In many instances, you can find one which will show you how to use most of the functionality by creating a new project and scrolling through the list of templates.

  • First of all, there is an example in Construct called "Template: Auto Runner" that can show you a way to do the constant scrolling with randomly placed obstacles.

    As for speeding up when passing a pipe, you just need to check the players current x (for horizontal movement of course) position against the x position of each pipe every tick. Then each time a pipes position goes from greater than the player to less than, increment the speed variable for the player. If you are destroying the pipes when they leave the screen, checking all pipes should not affect performance.

    Of course, slowing down would just take an on collision test. You would just need to remember not to speed up after passing the pipe the player collided with.

  • One nice, simply way to turn your individual files into a sprite sheet is as follows:

    1- Open any graphic editor which can set a grid size and snap to it (Photoshop and Gimp work great).

    2- Create a new file with the size of the page a multiple of the width and height of your original images (ie - if your animation images are 5x5 and you have 5 of them, make the page 25x5).

    3- Set the grid size to the size of the images and turn on snap to grid

    4- Import all the images into the sprite sheet.

    5- Drag each image into the correct position in order. With snap to grid on, they will fall right into where you want them.

    6- Export to the file type you want to use.

    You now have a sprite sheet to use in your game.

    Hope that helps.

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  • Looks like that did the job. I had no problems getting on the platforms this time.

    Good work and glad I could help.

  • dcrew,

    These look great. I especially like the M4 and M16. Thanks for sharing your talents with the community.

  • Looks good and I had fun playing it. Like most comments, I had problems getting on some platforms.

    I found if I had some forward momentum when I hit the top, I could get on the platform every time but if I was standing stationary before jumping, I couldn't.

    It seems that he is jumping so the base of his collision bounds are at the same height as the top of the platforms collision bounds. If you set the jump height just a couple pixels higher, it may clear up the problem.

    Other than the jump issues, I thought it was a very good game.

  • Impressive. I always look to see how finished a game is before it is posted and, this is definitely at a completed state. I like to see an opening menu, explanation of game play and a finish state. Your game has it all. It has a very clean look, not too cluttered, with images that are enticing to the player.

    Also, the tutorial is very well laid out and does a good job of describing your workflow. Thanks for posting it for us to learn from.

  • Good game. It starts out extremely easy, as a good puzzle game should, but by the end, takes a little effort. The blocks look nice and it all works very well together. Level 3/5 is really tough and required near perfect timing.

    The game could benefit by implementing a timer, or check to see when the blocks stop moving, after the triangle has touched down to make sure it is stable. On 1 level, I hit the ground and it said I won, but the block bounced and a second later fell off changing the message to say I didn't win. I even beat 1 level by clicking on the next button as soon as the triangle touched the bottom even though it was definitely going to bounce off.

  • Excellent idea and seems to work well. I would definitely agree with kbdMaster about creating your own character and with eb0la on changing the power meter so the right side is higher power.

    A couple other things I would suggest:

    1-Add a hit counter. We players really like to know how well we are doing. It always helps to boost the users ego (or prick it if they aren't doing well).

    2-Seperate the power setting from the shoot command. Adding a button to hit the ball would allow the user a little finer control before swinging.

    Great work so far. I hope to see more.

  • This project looks amazing. The graphics and animations are spectacular and it really does have the look of commercial games from the good old days.

    Keep up the good work. I give it 3 thumbs up. No I'm not a mutant. I stitched on the extra thumb just for this project. :P

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InDWrekt

Member since 19 Sep, 2011

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