Fire Totem Arena's Forum Posts

  • RamPackWobble, it worked for me .

  • Is it possible to set a bounding box bigger than the image itself? When i edit a bounding box for a frame, its size is restricted to that frame image size.

    If is not possible, could i add a bigger transparent margin to an image in the Construct 2 image editor?

  • I've found the problem and it wasn't related with the image itself. I'm explaining it to maybe help someone that gets in the same trouble:

    • I had the system constantly checking the value of a "GameState" var, so when it was "Win", it could start showing the Win Interface.
    • When GameState="Win", the system creates an instance of the Win Interface.

    The problem was that i forgot to change again the "GameState" var when the Loading Win screen event is finished, to don't allow the system enter in that event again. System was knowing that it was in "Win" state and it was creating Win interfaces eternally.

    This situation was not only progresively slowing the cpu, but making the interface image looks in that strange way i showed. So now it works fine and the image is rendered correctly.

    Thanks anyways guys for trying to find a solution, i'm kinda new with Construct 2 and still having noob problems.

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  • I load the image in its original size. In the editor it looks good but not when previewing the game. In this image i show in the left part how it's seen just when dragging it in the Layout editor, and in the right side, how is it shown ingame:

  • I have a little interface image to show when the player wins a stage. Its size is 330x180 and in Constructor Layout editor looks fine, but when i call it in game with "Create object" in the middle of the stage it looks a little pixelated. Is it possible to manage the image quality?

  • I've done it in a similar way than the one you explain and it works.

    Thank you very much for the support guys.

  • Ok, understood the green arrow.

    This is the thing. I have some cages in the stage. They are opened when the player interacts with them, but while they are not opened i want them to play an animation each n random seconds. Like they are static, but sometimes they play a moving animation (cause the caged character is trying to get out). Cage element has an instance boolean var where i see if its opened or not, so:

    · I start a condition. If "Cage opened boolean" is not true --> Wait random (5) -> Play moving animation.

    · After that, i set the object to get back to static animation again and the process is restarted.

    For some reason, that random value is always the same for all cages, like the behavior is working for every cage in the stage at the same time, not taking each one an individual random value to start in different times.

  • But.. in your example "A - Is VarA..." (the second one), there is no possibility of making that event work sepparately for every instance? cause as it is, when varA is true, every "A" in the scenario change its opacity to 20.

  • Ah, so when the green arrow appears means that im defining behaviors for a specific instance, no?

  • If i have an object called "A", with an instance boolean variable called "varA", and i copy it many times in the screen. If i write for example a condition: When "A" is touching another object, set "varA" to true. Why when the event occurs with one of the objects, the var is altered in all of them?

    How can i set the objects to act independently?

  • When saving as project, graphic assets are not exported as tilesheets, but as separated images, so for example if i import a Sprite Strip with 100 assets and then i save the project "as project", a folder is generated with the 100 images 1 by 1 .

    Looking around anyways, i'll also write if i find a solution.

  • I'm working in a game with a Sprite where i imported a Sprite Strip of about 100 tiles for the ground. In many of them i've changed the bounding box.

    I want to update that Sprite Strip with a different image without changing what i've made to the different tiles (changes in bounding boxes and image points). Is that possible? the new image would keep the structure, just adding some graphic corrections.

  • Ok. Understood

  • Roccinio, could you explain that again?. Cant understand it. Maybe im too novice...

    Remember that the main trouble is not with the animations themselves, i need to know if hes going up or down for different behaviors in game.

  • Can't find a solution in the documentation .

    I can use the boolean, and activate it when he stomps the Enemy, but cannot activate a different boolean to check when he's falling again, cause is not possible to recognize when that event occurs since he already think is falling.