Borghi's Forum Posts

  • that's good news!

  • oh, too bad.

    This should really be improved in the future. If you have a big character that has many animations but uses always the same 7 or 8 images you're wasting an awful lots of space.

    Shouldn't be too hard to implement.

    thanks anyway.

  • Hi! Again, I guess this must be somewhere in the forum since is not a small issue, but I can't find a reference to it.

    I've made a sprite with several animations. Some of those animations repeat frames that were used in other anims of the same char. I thought I was saving storage space copypasting frames from one animation to another, but when I turned de CAPX into a RAR and checked inside it I saw that the duplicated frames where there, twice, one inside every anim's folder.

    Is there a way to save space by telling the soft to use a sprite from another folder or something like that? anything that works for not having repeated pngs using space.

    I guess there must be a simple way to do this.

    EDIT: Well, I've checked that frames are saved 2 times even if they are repeated inside one single animation, inside the same folder. that's even worse! <img src="smileys/smiley11.gif" border="0" align="middle" />

  • Well, finally I was able to solve it myself.

    I did it by adding an event at everytick setting the scale of the first sprite at 0.2 (since I found out that was close to the scale I'd chosen initially) and then doing it again with the second one.

    voila!

  • I have my character divided in 2 parts that move together forming the whole animation.

    The main part is resized to a certain scale and I need the other part to have the same size.

    Since I can't find the exact scale the first sprite has, I guess this must be done with exrpessions, like "everytick, [(EXP)match the size of this sprite to that other sprite]"

    Is this true? how would that expression be formed?

    thanks!

  • hmm, yes. that might be the problem of the position stuff.

  • all in the same event?

    what should I add to the other stand animation event to prevent it from overwritting the instance?

  • I've searched the forum to solve this and found some posts, but still can't figure it out, sorry.

    It's a plataform game with crouching. I've managed to make the guy crouch, but I'm trying to play the "crouch to stand" transition animation when releassing the down key and it automatically goes to stand without the animation I want. I guess it's due to the idle/stand animation taking over as soon as I release the key, but when I try to go around that weird stuff happen, like the character appearing under the plataform (weird, since there's no "position" trigger or anything like that).

    This is what I got:

    <img src="http://andresborghi.com.ar/help/problema01.jpg" border="0" />

    I've also seen that you can handle "groups" so you shut down a whole part of the process at once but still can't understand that. Sorry, I come from another gamemaking engine.

  • OK, I'll go that way, then, and see what happens.

    Thanks for the advice!

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  • Hi!

    I'm coding a game in the fashion of CONTRA (I have just begun)

    I've been studyng the movements and animations of the Contra characters and I have foreseen that, given that they can shoot while walking, I'll have this problem sooner or later:

    when they walk the walk animation triggers, which is usually complex requiring aproximately 8 frames (or so will be in my character).

    So, if you shoot while walking the "shooting while walking" anim will trigger, making it pretty hard to coincide the movement of the legs between animations.

    In CONTRA it fits perfectly, making me think that both parts of the character work independently while being parented.

    So, is it too strange to have the character being only a pair of legs when walking, and setting another sprite that will be the top half of the char for the walking anim?

    I actually am asking this before trying cause I'll have to create a load of frames and wnat to know if this is the correct way before working in vain.

  • Will there be an intermediate zoom or just the zoomed in and zoomed out viewWill there be an intermediate zoom or just the zoomed in and zoomed out view?

    There will be an intermediate zoom. Actually i wanna go changing the zoom depending on the zone or level. I still have no idea how to do the zoom stuff but I'll get to that when I need it. So, that's why I only included the 2 extremes of the zoom in this topic.

    PNG size isn't important while playing. VRAM usage is:...

    So then I really should make the character sprites as big as the nearest zoom, right?

  • what does the that renderer setting alter?

  • Hello!

    I'm starting a game that will have zooming effect, both in and out.

    Let's think of this as some "metal slug" type game.

    I want to zoom IN from this view (aprox):

    <img src="http://andresborghi.com.ar/imagenes/screen1.jpg" border="0" />

    to this view here:

    <img src="http://andresborghi.com.ar/imagenes/screen2.jpg" border="0" />

    (the character shown is just an example, not the final one)

    This would NOT be a resize of the character only, the background would zoom too.

    Logic tells me that the sprite should be as big as the second screen, so when it zooms in I don't lose quality and I can even show more detail to the character. But this will be a 1920 x 1080 game. I made the test and 1 sprite of the character in PNG is near 600kb (i don't know if gets smaller when compiling or something)

    the question is: will the game run slow with a character this big? Even when it's resized inside the game.

  • Oh, i see.

    So, what I was failing to understand is that the loaded frames don't take space in the game since they are being taken from the disk. then I guess once you compile the final game each one is loaded only once.

    since I was making one of the begginners tutorials I somehow didn't think about the manual.

    I got how the order of frames work now, too.

    thanks for the advice!

  • hmmm sounds a lot more painintheassy that I expected.

    this really should improve in the future I think.

    what if 2 animations use the same sprite? Do you have to load it 2 times and occupy the double of the space? it's kinda dumb.