gaboduarte's Forum Posts

  • Hi Fenmix!

    I tried to download your Underwater game, but the downloaded zip was empty... Could you host it again?

  • Nice addition!

    I didn't know all of the games!

  • I`m uploading the file for those who can't get it at the website (sometimes it messes up with files ).

  • Dammit, now I noticed I put this at Tutorials! It was supposed to be on Uploads!!

    Moderation, please move it!

    Newt:

    Bones? I didn't get it...

  • Hello everyone!

    I'd like to post this file here to share some cool information about using timelines for making animations. The whole idea began as a feature request (), and so far I guess it turned into a nice way of saving space and optimizing should you use animations on large objects. There's also a way of setting parameters for a animation frame, which might solve some of my problems too.

    Tell me what you guys think, I'm still new to Construct so I'm not sure if there can be other ways to acheive this...

    http://www.gammabeam.net/constructstuff ... mation.cap

  • Here, I made it loop!

    I gotta go to work now, so this was real quick. But this sounds like a nice way of making it.

    http://www.gammabeam.net/constructstuff ... onloop.cap

    I simply created period with the name "loop", and at the beggining of the this period, the timeline is restarted

    edit**

    Using the parameter 2 we could make it flip when choosing another direction, using "set width". I'm secretly working with this at work (shhhh) and I'll upload something soon... Either way, I guess we could move this thread to another section, as this is possibly no longer a Feature Request, but rather a test thing.

    edit once more**

    Flipping is done... Use the link above to see it.

    Messing with construct is so much cooler than my job

  • Wow Uberlou! This is good! Very promising.

    I'm planning to use some large animated characters on my next project, so this should come in handy! I'll put an effort on this idea too and see if we can expand it!

  • Wow, that's really entertaining!

    I liked how the treasure names are generated, so simple and creative!

    Keep up the good work man!

  • This can turn into a good platformer, you should add those elements soon to improve the gameplay, but so far I like the graphics (particle waterfalls and moving grass, yay!)

    Bom jogo cara, continue nessa!

  • Well... No comments?

    If anyone's interested in taking a look at the things I've mentioned, the Playground SDK is free do download & develop (registration is required though).

    https://developer.playfirst.com

  • Hahaha that was funny, Arima.

    Can`t wait to try these out!

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  • Couldn't be more clear than that! Nice work!

  • <img src="http://i42.tinypic.com/16k9bub.jpg">

    This is my current project, Street Defender, a very simple space invaders game, perfect for me to start working with Construct

    To keep things a bit fresh, I'll try a different lives system... Let's see how it turns out

  • Hey Ashley! Thanks for the information, I wasn't aware of that feature!

    But yes, like Uberlou said previously, I guess the main concern here is on saving texture space. Like I said, I often find myself using frames I already used before, and as far as I could tell, Construct didn't recognize them as the same frame.

    By using this method, instead of having packed animations with frames in it, we would have a library of frames in a object, and them we'd only have to call the frames and their durations over the desired animation.

  • Hi guys!

    Since I'm getting deeper into Construct, I've started to work on sections of the software I still wasn't used to, and I guess I have a nice suggestion to the animation part.

    I've been working for about 6 months with the Playground SDK, a free game SDK from Playfirst for developing casual games, and on the games I'm making, we constantly need to create simple animations without having to use too much frames (the engine currently supports animation strips of 1024x1024 max, and our sceneries and objects were quite big).

    Their animation program, called "filmstrip", can read easy LUA scripts that organize frame number and delay. I really enjoyed it, and I think something similar could vastly improve how we deal with animation in Construct.

    The script is simply a function with delays and frames, for example, a walking animation with 10 frames has a script sorta like this:

    -Walking

    delay(60)

    frames{1,2,3,4,5,6,7,8,9,10}

    If I wanted to make a character swing a sword, with a little antecipation on the movement, I'd say:

    -Swing

    delay(40)

    frames{1,2,3,4} <--- draws the sword

    delay(150) <---- wait for it...

    frames{5}

    delay(10) <---- quick slash!

    frames{6,7,8,9}

    delay(70)

    frames{4,3,2,1} <---- returns sword more slowly.

    I found myself using this for background and idle animations to... for example, if I have a dog that wags its tail, barks, and looks around, I could create, with the same frames, not only the idle animation of the dog (that involved the wagging and looking around and barks a bit) but also each separate animation, using the same frames I originally had from my strip.

    I don't know how construct interprets equal frames, but I often use the same frame in the middle of my animations, so I end up having to copy them over and over. Using this "pool" of frames, We could easily create animations without having to re-import them, use size and texture resources, and so on.

    What do you guys think? Have I made myself clear? I'm not a programming expert, and english's not my first language

    Please comment on this!