alastair's Forum Posts

  • I think what I'll do is just use the next texture size up so I can stick with tilebgs, so instead of using 32x32 images I'll make them 64x64 (or instead of 256 I'll do 512) so that the empty space will allow for rotations without seeing the repeating texture.

    Using sprites will be too limited, cause you have to use "create object by name" which doesn't allow picking. Not to mention the tedium of creating the hundreds of sprites and putting each of them into a folder.

    So the massively bloated VRAM will probably be the best burden to bear.

  • Cause i have hundreds/thousands of images to import during runtime. But perhaps using sprites might work, I could just create hundreds of tiny sprites in the editor with paste clone (sprite1, sprite2, sprite3,..., sprite412, sprite413, etc.), I guess that's going to be the be the easiest way to do this.

    Thanks for replying.

  • With the TileBG, how can I turn off the repeating texture? Like when you resize it/rotate it, you notice that it repeats the sprite over and over again. Is there a way I can turn that off?

    (I'm using it instead of sprite, cause each instance of a tiledbg can have a different texture like the canvas object but canvas doesn't have Z elevation).

  • So is it ok to do something Every 1 second? Or is it only bad to use small millisecond events?

  • Don't think the installer works at all. You'll probably have to use a different installer creator software to make one.

  • V-sync delay makes that solution inadequate. Only way for that method to look good is to use "unlimted" framerate mode, which isn't a good idea I'm imagine.

    Madster wrote about this:

  • Would a cursor plugin be hard to make? MMF2 lets you replace the mouse cursor with a picture from a sprite, so it should be possible with Construct (they both use directx).

    I know about the mouse behaviour, but its unusable for being a cursor replacement due to the delay from v-sync.

    This would be awesome.

  • Click on the Home button at the top, then click on Project under Bars heading.

  • What about being able to quickly change the object the event is for?

    <img src="http://dl.dropbox.com/u/1024727/c2event.PNG">

    Like you click on the left side of the event, where it says "sprite2", then a new dialog comes up so you can replate it with "sprite4". Instead of having to go back?

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  • Are you doing it manually? like:

    When Right Press -> move 1 horizontally, subtract 1 from move?.

    Just using "is moving" won't be enough to tell how many grids the sprite has moved.

  • The orthogonal perspective is an amazing addition.

  • For some reason, when I see people use construct they have their events squishy.

    <img src="http://dl.dropbox.com/u/1024727/squishy.PNG">

    Please resize it bigger. It will increase the quality of your life.

    <img src="http://dl.dropbox.com/u/1024727/squishy2.PNG">

    Thanks!

  • Wow, so many amazing things in 1 build. Fantastic work guys, thanks. Nice to see the installer change too!

  • Where abouts in the game is your problem? I didn't notice any collision issues.

    However, you may find it to be better to use the "on overlapping" condition instead of the "on collision" thing for some events, maybe that might help? I dunno

  • For taking turns, can't you just have a variable which alternates between 0 and 1? When its 0 the player gets to move, and when 1 the AI moves?

    For movement, each time the turn changes each unit gets their "move" variable set to a value (3 for moving 3 grids). If a unit has more than 0 in "move", then they can be selected to move (subtract from it when moving a grid).

    When all units on your side have their "move" at 0. Then change the turn variable so the other player gets to go.

    Just an idea.