deadeye's Forum Posts

  • Also, If I click on something to take me to the next layout, and on that layout I have something on the same position as the previous object also with an action set when is clicked, that action happens immediately.

    That sounds like something that should be fixed in Construct itself. As a workaround, you could set a variable in the Start of Layout that sets value"clicking" to "off" or something like that. Then in the events for your button clicks, add a condition that checks the status of the variable. After your button click events, set the variable to "on." That should work.

    Kind of a hacky workaround, but hey, it should get the job done.

  • "Play music from resource" and "Autoplay from resource" seem to work fine with the first resource for me, but I still get the crash when closing out the temp.exe window.

  • Hehe, made you download my stupid box

  • I don't mean to, uh, de-thrall you but yeah, they're edits.

    At any rate, this .cap is currently under my command. Sol is making graphics and stuff. I'll be passing it back to him after making some changes/additions.

    I've made a few minor tweaks so far:

    • Smoother scrolling system. The viewport no longer "pops" into place when you do a hand-plant.
    • New "Look" controls. Pressing down at any time will move the viewport down slightly to see what's below.
    • New firepit animation rather than physics balls.

    Next up: Tweaking the wall jump.

    Also, what do people think about pressing down+jump while running to do a running roll? Right now you can only roll from a crouch. Or should the control just be "press down while running?"

    Anyway, I'll upload the new version when I get a little more work done on it. I actually haven't heard from Sol in a while, I hope he's doing okay.

  • I think he means at runtime, to trim the alpha around a loaded image automatically.

  • Every time I see this thread bumped it makes me sad because I want your game to work, and it just doesn't. Then I open the .cap and struggle with it for a little while and tear my hair out and it all ends up nowhere.

    I think it might just be impossible. I've come up with a few solutions that I was absolutely sure should be working, but they just didn't, and the whole thing just makes no sense to me.

    I hope someone is able to help.

  • i have been unsuccessfully trying to tell people that a few times, normally about breaking up and importing sprite sheets/tilesets in one go

    ..that is if you're talking about the function i think you are.... if not nevermind

    No, I knew you could do it by cutting up sprite sheets automatically, I just never bothered to place my sprites on a sheet. The thing I just realized was you can select a whole list of files at once and import that way too.

  • Yeah, ticking the "Auto mirror" checkbox will do that, and it even flips the image points and stuff for you. But I just found a bug...

    https://sourceforge.net/tracker/index.p ... id=1003219

  • so how exactly do you guys have maya at home

    I got it from school.

    Oh look, a stupid box: http://www.fileshack.us/get_file.php?id ... pidbox.cap

    I just learned something else... I don't have to import images into sprite frames one at a time. I can just right click on the first frame and hit "Import frames" then select a whole list at once. Why didn't anyone ever tell me this

  • Hey does anyone know how in maya to render an animation and export each image separately as a png ?

    In you Render Settings be sure you set up your output files like so:

    <img src="http://i34.tinypic.com/mv125l.png">

    Pick "name.#.ext", "PNG", and set your end frame to whatever the end frame of your animation is. You might also want to check your image size settings and the quality settings on the Maya Software tab.

    Then close the Render Settings window.

    Now go to Render -> Batch Render, and it'll render your frames and number them for you. Unless you specify a different location in your project settings, they'll probably be in C:\Documents and Settings[i]whatever\My Documents\maya\projects\default\images.

    Took me a minute to remember how to do it (the batch render part), I haven't used Maya in a looong time . Oh well, now that I've reinstalled it I guess I have an excuse to start modeling again.

    Edit:

    Oh yeah, make sure that Alpha is ticked, and that you don't have a material linked to your viewport (you probably don't, it's something that you have to do manually). Oh, and of course be sure to pick the correct camera

  • I believe the paper doll idea is exactly what I'm looking for. Not for everything, but for my first lil creation I believe that would be the perfect way to go to get a hang of things and be happy enough with the sprites that it didn't leave me feeling like I wasted tons of time on anything.

    Oh, I thought that's the look you were going for anyway. Anime Studio can do deforamtions, but most 2d bone animation that I've seen is essentially paper doll style, like Flipside (

    Subscribe to Construct videos now

    ).

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Runs much better than last time. I don't know how many ships there are, but I can make a bunch before I get down to about 30fps, which is pretty much the playable-unplayable border.

  • http://my.smithmicro.com/win/anime/index.html

    Anime Studio will do what you want but it costs $50, and then you'll have to learn the program, and then you'll have to create a workflow to export your characters and clean them up and import them as sprites etc, etc, etc. It'd probably be just as easy to slog through the process of animating things by hand in the long run.

    Not to mention 2D character deformations tend to look a little funny and bendy at the joints. But it does things like paper doll animation too, I think.

    You can use GIMP or something (or Photoshop or Flash if you have one of those) to fake the paper doll thing. Draw your body part in pieces (forearm, hand, foot, leg, whatev) then set those pieces aside. Then when you make a new frame, copy your pieces and rotate and place them where they need to go. Flatten your frames or take a screenshot or whatever, and then make the next frame.

    Just a warning though... if you use a paper doll method to make animations, it will end up looking like you used a paper doll method to make your animations. In other words, not so good, unless that's the look you're going for. The reason those sprites that were made from a 3D model look good is because, well, they're 3D renders. If you have a program like Poser you can dress up a model and export some frames from the canned animations no prob (when shrunk down to sprite size, it's hard to tell it's Poser).

    Really though, nothing beats putting in the time and effort when it comes to animation. I know it's tedious (it bores me to tears) but the only way to get quality work out of it is to put quality work into it. And that pretty much means tedium.

  • XP SP2

    The plugin won't load for me, same error as Highimpact.

    But I do hear the sound in flud's example

  • ELSE ensures only one action happens per trigger, which fixes it.

    All right... I learned something today

    I've been doing my switch toggles since before Else came out, and never bothered to rethink how to do it. Old habits die hard, I guess.