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Post » Fri Jul 05, 2013 7:42 pm

@BluePhaze I just pin the Spriter object to an invisible sprite that serves as the collision box. I put the platform behavior, variables, etc on that invisible sprite too. I believe that's the the standard way to do it, and it's very precise.
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Post » Sat Jul 06, 2013 12:52 am

I get some oddness when I have done that in the past, do you just make the invisible sprite the same size as the sprite you used in Spriter? Getting it to line up has been hard as I am not sure where the image point on the spriter object ends up.
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Post » Sat Jul 06, 2013 2:01 am

@BluePhaze no oddness at all. The invisible sprite can be any size you want. I just spawn the sprite and Spriter object, set the Spriter object to the position I need it over the invisible sprite, then pin the Spriter object to the sprite. I do this when I'm not using Spriter too, it's just an easier way to control the collision box for me.
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Post » Sat Jul 06, 2013 2:54 am

@UberLou I do this as well, I guess I just need to figure out the dimensions and keep testing... Do you add the pin behavior to the Spriter Object? The Spriter Object as Opposed to the Family it creates, etc...
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Post » Sat Jul 06, 2013 3:03 am

@UberLou Any chance you would be willing to share a sample event sheet? I just want to see an example that is working where the spriter object is pinned to the player sprite, etc... I am thinking there must be something I am doing wrong. For some reason when I do it with a new sample spriter animation, the spriter object does not pin to the player sprite and the animation does not loop for me.

I created a simple animation and dragged the scml into construct 2. Then I created a simple square sprite. Assigned the platform and scrollTo on the square sprite. Assigned the Pin behavior to the Spriter Object. And in my event sheet made an event that when I push the P key it should set the spriter objects X/Y to the player sprite and pin to it. That part does not seem to be working for me...
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Post » Sat Jul 06, 2013 4:56 am

@BluePhaze I think we hijacked this thread enough..haha. Email me lou at stealthfrogstudios.com. If you have an example file i could fix up that would make it much faster.
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Post » Sat Jul 06, 2013 10:40 am

Here some screenshots of my game

You can also check it here. And even you can play here ))



Kurz2013-07-06 10:42:24
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Post » Sat Jul 06, 2013 5:35 pm

I'm working on a game for a Game Boy Jam that started yesterday.
The rules are 160x144 pixels, four colors only.
I'm using Construct Classic.

Check out GBJam! :)

This is what i got so far:






Using Magicam to Smoothly Zoom in and out to the GB screen.

Made a fast Chiptune track for background music using some Vst Plugins and FL Studio.

Naturally, made the GB original bios screen with my logo instead of Nintendo's :P

Think i'm gonna use that bird (grabbing it as i jump) to evade large spike pits and/or to fall into enemies with some style :Pherniewise2013-07-06 17:40:47
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Post » Sat Jul 06, 2013 7:46 pm

Very nice idea! GB is so old school =]
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Post » Mon Jul 08, 2013 12:11 am

[QUOTE=herniewise]Game Boy Jam[/QUOTE]

I wish I knew about this!

I had a game I started for Construct a while ago...

Too many colours, I know. I'd love to go back to it though.

And a shot or two of my game, One Day From Retirement.


Sean Noonan2013-07-08 00:13:13
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