Bass_X's Forum Posts

  • Hi guys! I need smth like in example : apeja.ru

    But I made it very ugly. Have anyone the example how to make this in simple events? I would be very grateful

  • Hi guys! I have the next situation:

    I have 5 enemies, and for economic purposes I unied them into the family "enemies" and it works good.

    But if I have more than 1 instance, I found that they act as a whole (for example I have fight with object wolf in the family, and object bear does all what wolf does (takes damage, etc).

    How can I do that they will act separately what was written for the family? I saw pick section in system, but don't understand how to use it in my situation

  • Guys who know how can I prevent current animation? For example, the situation is that the main hero was attacked by the enemy, and I play the animation "injured", and I can't do anything(for example jump, run, etc) until it was not finished. As we knows players don't like when they do not control the situation and who knows how to prevent the playing animation until it was ended?

  • I'm a little bit embarassed but you was absolutely right the problem was concerned with events. But I think the plugin has changed a logic it worked before? I solved the problem with another way of implementation, thanks for all Lucid, i'm still praying on you and the best software I have ever seen

  • My project is extremely big and events sometimes messy that's why it is really doesn't make sense to send capx.

    But I find the cause of bug or what it can be I don't know and attach a scheme.

    For example if sprite with platform behaviour is overlapping scml, it works correct (as it worked before), but if I set position of my hero (scml) to the sprite with platform behaviour (or pin, it doesn't matter) the enemy animation became very slow. There is no more events concerned with this.

    Before update I had a working fight system. And now it works, but without scml near the enemy.scml. May be somebody else has this isue?

  • After the update the animation speed became extremely slow. How to explain it? Is it my fail with implementation or it is connected with new spriter importer and I should rewrite what was written before?

    as istavang said, the steps are:

    • in Spriter (You only have to do this once. The settings will be saved for future projects)
    • Save both an scml and a scon file
    • Drag either file into the layout in C2
    • Preview the layout

    Also if I set the 3rd save option(make object names in obj_info) my animated character falls through the solid object (I set it's the position to the platform behaviour sprite) and most of functions which I has designed is not working (for example on landed and overlapping enemy head (Mario jump)) with 3rd save option doesn't work. p.s:th project is big, it is impossible to send capx. I don't know what was done with c2 or the plugin but now I can't understand why my animation is randomly working

    But the main problem is that before update with a new Spriter features, I have very smooth fight system, and after I updated, there are animations which speed wasn't change and animations which speed is changed a lot(become slower). Who have suggestions what it can be?

    plugin release 6/6/2014

    construct r171

    windows 7 64bit

    spriter b8_1

    pps: I used Ronei Alves method of implementation if it can be useful

  • Hello! I'm tryign to design a simple inventory for my platform game with role playing elements. The first thing I faced is that how to collect things in inventory cells? I wrote some events, it works, but I think it is very messy. The logic for this is that array coordinates are the coordinate for cells, and for each sell I have a boolean, than I check if it was overlapped and based on this write events

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  • My project is very big, that's why it is impossible to send it. When I make the position like in examples,(0,0) it works well done, but who needs control keys in this position?) When I change sprite position it doesn't work

  • Hello! I'm devoloping the game for mobile phone and character control is provided by the sprites (arrows) which I draw. When I make X parallax it works good, but when I made Y parralax it ceased to exist! What can I do with that?

  • Hello everyone! I'm trying to create the mobile game for IOS and a sufficient part of gameplay is on the picture.

    On Iphone 4 I have 17 fps on this scene, on Iphone 5 it is always between 55-60 fps (i am using cocoonjs)

    I'm not a programmer, so I don't understand most of things you know and I have some questions.

    The first is about Ejecta. Right now I don't have possibilities to test it so if for example I have 17 fps can it be ~30-40 on ejecta or not?

    The second is about particles(fire). Fire is a very sufficient part in my game, so it is very painful to reject it. Is there another, more optimised way to implement it in a mobile game?

    And the last is from general knowledge. Is it a normal situation that I have now 20 mb memory use (I am using 4 tiled backgounds, ~ 10 sprites, 151 event?

  • Hello! I make a platform based game for mobile phone and performance is very sufficient.

    I heard that we shouldn't create a lot of objects. My game is something which is called handemade, and every sprite has a position I want. And the question is how to make a lot of objects on canvas without slowing fps? Should I determine distance between character and then create object or all objects which are on canvas but not on display don't Make fps lower?

  • Hello! How can I make a rope in C2, what I need is that my character in a platform game can jump on rope and climbing it to avoid different traps. Animation is not a problem, but how can I make that his hands will be on the rope, and he can properly move?

    I give an example from an old good game

  • Hello! My question is about families. Frankly speaking I haven't design more than one enemy in my games. But nowadays my project is quite bigger and my question is about collision between own object actions and family actions.

    For example I have a wolf and a reptile as enemies. And I want a reptile to have special actions during the fight which are collide the family actions. Is it a normal situation or not? Is own object actions cancel the family actions without problems or should i try to avoid such situations?

  • you could also look at using lerp.

    so if you had an instance variable called ivHealth

    healthbar set width to lerp(self.width,self.ivHealth,0.01)

    Awesome! Thank you very much!

  • In tutorial we have 100hp and when enemy attacks we then have 95 hp for example and hp bar set width to 95. What I need that it's width should be reducing 100,99,98,97,96,95