AnD4D's Forum Posts

  • I agree with you. If I were to be making a game, and I wasn't confident on the accuracy of the Autopoly, I would probably do it by hand. If, on the other hand, I was making a quick demo/prototype, I would prefer to have it immediately, or even to a state where I could just manually touch it up afterwards.

    In video, I often used to manually mask out footage. Then I bought a green-screen. Using a combination of the two, I can get very good looking results.

    I completely agree with you that manual gives you exactly what you want, rather than the "guesses". The sprite I'm working on now (UFO) has 19 frames looping as a stand still, and 50 frames when it crashes. I could do it by hand, but for me, 20 minutes for what I consider a 'demo' is quite a lot of time.

    As you say though, to each their own <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • Possible, Zenox, but it'll take a very long time for a few of these. I don't need exact precision, but would prefer "guess" to collision with transparent box surrounding sprite.

  • I can't seem to crack it! http://dl.dropbox.com/u/50465867/TextAdventure.capx

    I tried to use the code using the variable in an array, but it didn't work unless I used a global variable. I have the program set to have the "sum" text display the maths symbol. Am I going about this the completely wrong way?

  • I'm working on this. I only wanted whole numbers, so I used int(random(7)). Trying to figure out how to create a random calculation symbol appear now though :( random(*,/,-,+) doesn't seem to work.

  • Yeah, this is the problem I am facing. I would prefer the software to automagically update the poly per frame, not just base it on the original :)

  • I'd love an on off switch for all of the behaviours. Turn on physics only when dead, for example...

  • I'm wondering how to set up the collision polygon.

    Is there a quick way to do it for each frame in an animation in one go? At the moment, I have to go through each frame and tell it to guess the shape. Is there a one-click solution to this? I tried the apply to other frames button, but that just duplicates the current shape.

    I currently have only 20, but that's for a single animation. I aim to have another at 50, and the list may grow. If this isn't currently an option, can this be a requested feature?

  • Thanks Somebody! ...weird writing that... :)

    I do recall seeing a gamma setting during rendering. I will go back and check that!

  • I wonder what I did wrong then...

    Rather than open up a new topic, can I ask another question here, or should I really open up a new one for each query?

    I'm wondering how to set up the collision polygon. Is there a quick way to do it for each frame in an animation in one go? At the moment, I have to go through each frame and tell it to guess the shape. Is there a one-click solution to this? I tried the apply to other frames button, but that just duplicates the current shape.

  • Thanks, Yann. It's somewhat worrying though. I rendered them directly from 3DS Max. Going to need to play around with the settings it seems. I assume you re-saved the frames from within Construct?

  • Sorry about that. I've updated the link. The apple image appears to retain the colours, but the png animation doesn't. Wondering if I've done something wrong somewhere along the line.

  • Hi guys!

    Can anybody see the same thing I'm seeing? When I import my sprite, the colours look fine. In the layout and the sprite screen, the colours are nice and dark. As soon as I preview in Chrome, the colours suddenly appear bright.

    Can someone tell me what I'm missing? Have I turned a setting on by mistake? I added a random image of a GIF apple, and that looks fine. Is it the fact that my animation is using PNGs?

    Updated link

  • I imported an excessively large image (3000x3000) into a sprite window just to test out some colour, and when I tried to preview it in Chrome it paused for a while and then finally loaded. I then went back into the project, deleted the image from the project and previewed again. I was suprised that the long delay remained.

    I undid to before I imported the image, previewed again, and it loaded in a second. Re-did, and the same long pause. As far as I can tell, the image is out of my project. Just wondering what might be causing the delay. Can anybody replicate this?

    Link to the texture

    Link to project

  • I'm new to this, but I would have set up an array which counted down from 5. Effectively saying "If array > 0 and animation "name" is finished, set animation frame to 0" and "subtract 1 from array". You have the control lock already sorted. Of course, you will need to add the event that the array is set to 5 upon pressing the desired key which will only come into effect if array = 0.

    There's people a lot better than this than me, so there's probably a better way of doing this, but I hope I helped!

  • I could have sworn I'd set the gravity to 0. Looking at this, I realise I knew nothing about sub-events and blank events containing actions. Need to figure out how that works. Starting to think I've jumped into the deep end, but this really is fascinating. The physics engine is purely used for collisions and forward momentum. Everything else is handled by maths. It's a lot to get my head around, but I'll do my best!

    Thank you for all your help on this. I'll have a tweak on the figures until I understand what each one does, then I'll have a look at improving the graphics and making a game out of this.

    Thanks again!