AnD4D's Forum Posts

  • That's got it working... but now I just need to figure out how to work the expression. I have Var1&gsum&Var2... so that var1 and 2 are altered by whatever gsum is. Doesn't seem to like that, so I tried commas, which causes an error, and finally the + symbol, which works but gives the wrong results.

    Any ideas?

  • 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" />

  • 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.

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  • 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!