deadeye's Forum Posts

  • and you could fix the problem by storing the animation frame they are on in a variable and then setting the animation frame when they switch.

    That's not the problem. As shown in my example, it does not in fact restart the animation at frame 1. (It does, however, restart the current frame, leading to a tiny pause if the color change happens at the end of a frame.)

    > If you played a Megaman game, then you'd know how it works. Players can switich colors at anytime. Whether they're jumping, walking, falling, whatever.

    >

    Don't you have to go into the menu to change guns?

    Yes, you do have to use a menu to change weapons, and yes there is a "transform blip" animation when you do it.

    DON'T BELIEVE ME? HERE'S PROOF:

    (or you could, you know... play the game)

    So no, there shouldn't even be a problem with that little pause in the animation when you change weapons, because you could either make a menu or make a transform animation, or both, and it would cover up any pause. So there's your solution, Azu.

  • *SIGH*

    <img src="http://www.b3tards.com/u/2951c544e5d930f23b20/picard_facepalm_big.jpg">

    Welp, I guess there is just no pleasing some people

    Good luck with your game.

  • Yay for updates

    Will check this out soon. Thanks, Ash!

  • Then I guess you must have been doing something wrong, because it shouldn't be changing the animation frame :/

    http://www.box.net/shared/ol5ujkjmyp

    Press Ctrl to change colors. It stays on the current frame, even when running. Sometimes there is a tiny pause, if you happen to press Ctrl at the tail-end of the current frame's timing, but it doesn't go back to the first frame.

    Edit:

    Anyway, Mega Man always changes color while the weapon menu is up, and there's a little "changeover blip" animation when you return to playing, so if that little pause is enough to bother you then just add the "changeover blip." It will not only cover up the pause, but it will be more authentic as well.

  • So don't. Put all the animations in one sprite. Then name your animations "blueRun" and "redShoot" and stuff like that. So if you have blue, red, and green, then you would have three jumping animations called "blueJump," "redJump," and "greenJump." Then you can tell which animation to play by storing the current color in a global variable, like so:

    + Player picks Red
        -> Set global('currentColor') to "red"
    
    + On "Jump" pressed
        -> Set animation to global('currentColor') & "Jump"
    + On "Shoot" pressed
        -> Set animation to global('currentColor') & "Shoot" 
    
    or whatever
    [/code:2tzvg6vg]
    
    Not so hard.  Changing colors for all your frames at once in Photoshop or Gimp (even Paint) takes mere seconds.  The hardest part would be importing all your animations, and even that's not [i]hard[/i], it's just more time consuming.  Still not as time consuming as setting up a complicated shader thing like you were, though.
  • i61.photobucket.com/albums/h53/Sodisna/arge.png

    Christ. It would probably be easier just to recolor all your sprites in Photoshop and switch to new sprite sets when needed.

  • Do you really need all those objects?

    I assume the goal is to make a bullet-hell shmup, in which case particles wouldn't cut it. You would need sprites for collision.

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  • Captain Picard's head is looking a little lumpy there...

  • Just make a new thread in the Completed Addons section

  • Use a Hash Table to keep track of your town. When the player leaves, cycle through each townie with a loop and record their X/Y in the Hash Table. When the town loads, cycle through the table and create each townie in the X/Y that is stored in the table.

    You could give each townie a PV for it's index in the Hash Table, essentially naming them 1 through 50, so it would be easier to loop them.

    You could even keep track of other things for your townies, like what conversation they've already had or whatever... anything that needs to be global. Then you just make your Hash Table global, and your townies won't need to be global.

  • I do not understand #2.

    It's inverting the condition, making it the opposite of what it normally is.

    For instance, if you want something to happen when your sprite is overlapping an enemy you would do this:

    -> Sprite is overlapping Enemy
        - Do stuff[/code:39nvtn6q]
    
    Then every time your sprite overlaps the enemy, stuff will happen.
    
    If you invert the condition (Right click -> Invert condition) then it makes it do the opposite.  So instead of doing "stuff" when your sprite is overlapping enemy, you will do stuff when your sprite is NOT overlapping enemy.
  • Er, nope

    What he's asking for is a simple image-type object that can be used with the Application runtime. Which I think is a good idea. Being able to show a simple picture would be nice. It doesn't even have to use DirectX... it's not like you'd be performing ******** graphics stuff on it. But a logo or a background or custom buttons or something would go a long way toward jazzing up people's Apps.

  • HEY

    There's no need for that. Keep things civil, okay?

  • Why not set the forum to disable signatures for anyone with less than 10 or 20 posts?

    I dunno if this can be done v<img src="http://www.scirra.com/phpBB3/images/smilies/icon_confused.gif">v

    Anyway, that would have to be something for Ash (or RICH or DAVID) to do. But it sounds good to me... except for the part where every new member starts a thread asking why their sig doesn't work

  • For great justice!

    There is a sneaky spammer loose on the boards. Over the past week or so I have removed many posts by this person/bot/whatever, but it's hard to track because their method is insidious and clever. Here's what's up:

    At first, the post seems like a normal Construct post. IT IS ALWAYS ON TOPIC TO THE THREAD...

    <img src="http://i49.tinypic.com/2el6s10.png">

    "How is that possible?" you ask? "Is this crazy spammer actually using Construct? Did they go so far as to learn to make games in order to weasel their way into our community?" No, they did not. The answer is deceptively simple:

    <img src="http://i46.tinypic.com/2ihvu4g.png">

    They simply select part of a post from earlier in the thread and copypasta. If you're just skimming through, you're likely not to notice anything out of place. They even copied one of Ashley's posts in one thread... funny how a newbie with only one post is suddenly a developer commenting on the future of Construct.

    *********

    All offenders so far have just one post. All of them post in current topics (no thread necromancy). The spam links so far have all gone to clothing or jewelry sites (DO NOT EVER CLICK ON THE SPAM LINKS! We don't want to feed them).

    It's getting tough to keep track, so please... if you see any posts like this then click the report button. You'd be doing the forum a great service