Jayjay's Forum Posts

  • There should be a message box that appears when you open the image editor. Don't click ok until after you've saved the graphic. Another way to put the graphics in is to just drag the graphic straight into Construct's editor. It will make a brand new sprite with that image for you.

  • You can give multiple behaviours, and then deactivate or activate them depending on which animation frame they display.

  • That guy is awesome. He also got hired from it apparently =D

    [quote:3s8lvs11] It is funny you? should say that, because my job at Microsoft starts next month.

    Esperantanaso 1 day ago 56

    Now get a job at microsoft and be the new? bill gates

    SamuraiM0 1 day ago 19

  • Looks cool. Fighter and elf remind me of the characters from Trine

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  • 1.) No, you would need to have an existing sprite object, but you can load the graphics from a file if you are thinking of putting modable graphics in your game.

    2.)I think there is a plugin to provide resource access on the forums, I've not used it however. The built-in resources only work for the XAudio2 plugin (eg: only sound works from resources by default).

    3.)I am doing something similar to this in my game, I created a bunch of blank animations and just loaded graphics into them at run-time. Increasing the number of graphics that can be loaded can be pretty easy, you just add more blank animations. You can call animations like this "Animation(LoopIndex)" when setting an animation meaning a for loop from 1 to Sprite.AnimationCount or something like that will loop through animations (eg: Animation1, Animation2, Animation3)

    Then you just load some graphics into each animation.

  • As KrushBrother said. However, it looks like the person is going to use GameMaker regardless of what you say. If they care, it'd be worth mentioning the following about Construct Classic:

    -Completely free and open source as well as a plugin SDK

    -Some (basic) 3D support without any complex scripting

    -Runs MUCH faster than any GameMaker game I've ever seen

    -Supports pixel shader effects

    -Some really nice plugins like R0j0hounds Texture Set plugin (allows a render-to-texture style effect)

    -Games can be scripted with Python, but events alone can make a great game (GameMaker is pretty broken without resorting to GML programming)

    -Game graphics can be more than just tile-based

    The list is pretty endless, but for support and (definitely) stability GameMaker wins, simply because it has been going on for so long.

    Edit: I disagree LavaWave, if you are making a full game you just need to know some limits, workarounds, and keep lots of backups. That's pretty much the same with any programming/game making tool. Construct Classic just needs a bit more time for refinement =]

    Playing avi's I agree doesn't work as well as it could, but the 3D model object surpases the 3D Box Object. With R0j0hounds plugin you can even do animations

  • I don't remember there ever being a download link for that example. However, next time I get a chance I'll see if I do have it or something similar for you. Sadly, it's probably made in a really old version of Construct, so it'll need some heavy tweaking to work the same in the latest version.

  • This is awesome R0j0hound, nice work!

  • Wow, those graphics are amazing. What do you usually use to make them?

  • Sure, I don't take Chemistry so I can't describe that, but I take the other two subjects.

    In the first year we learn some stuff like this:

    -Nuclear particles, waves and wave-particle duality, materials, and moving bodies (momentum, acceleration, etc) for Physics

    -Integration, differentiation, binomial expansions, graphs, trignometric functions, line equations, logarithms for Mathematics

    -2D vectors, acceleration, friction of slopes, and moments for Mechanics (an optional part of Mathematics, other options that can be taken instead are Statistics and Decision Mathematics, again I don't know anything about them)

    In the second year we then learn some more:

    -Magnetic and gravitational fields, nuclear reactions, and rotational mechanics (optional, can be replaced with astronomical or medical physics) for Physics

    -Further integration and differentiation (eg: of trig. functions), 3D vectors, further binomial expansion (eg: expansions to a negative power), and partial fractions for Mathematics

    -Centres of mass for uniform solid or wireframe 2d shapes, and work energy & power for moving bodies in Mechanics

    Although we learn similar things in Mechanics and Physics at times, the questions are very different, with Physics aiming towards understanding and using numerical values. Mechanics on the other hand, is focussed on the mathematical modelling and can instead ask questions like "A ball of mass M is projected with velocity U vertically upwards under a downwards gravitational acceleration of G, show that the maximum height reached by the ball (H) is equal to (U^2)/(2G)" or "Explain a method of improving the realism in the mathematical model"

  • Ah, that's because the global box only really affects the objects at runtime. When you run the game, the objects will appear, but they don't appear in the editor.

    As for a workaround, you should be able to just copy the map objects (platforms/floors/walls/player spawn points/enemy spawn points) and then include an event sheet for the engine. They will then behave as normal and you don't need to copy and paste as many objects.

  • You could find a free 3d model of a planet/globe and rotate it. Construct should be able to work with any .obj or .md2 file. Some other 3d model formats can be found on this site http://assimp.sourceforge.net/main_features_formats.html

  • I've been meaning to get around to using Python. I hate to take this slightly off-topic, but if you use Python in one of your games, does the user have to have Python installed on his computer in order to play your .exe game?

    Nope, you just need to distribute the Python26.dll with your exe. In the export settings you can enable python, then tell it to copy the dll to the export directory. I think you also need to choose any python modules you use in your project.

  • As Scidave said, but also, laptops ALWAYS break standards with webcams. It literally is the webcam developers fault as any other external webcam will most likely work with Construct. It'd be better if they wrote new drivers than if the webcam object was programmed to work with each individual model/standard of integrated webcams. Then everybody would conform to the agreed standards!

  • I had a netbook once that my brother spilled some tea on. Then I had to use an fairly old desktop with Windows 98. I actualy managed to make a ''game'' on.

    Win98 was a great OS if you had the right version