Kyatric's Forum Posts

  • The compression only happens on export.

    And do not think about "further" compression, but taking the existing images in your project and processing them to the compression quality chosen/by default while ordering them in spritesheets.

  • Not really useful, especially since image compression is already implemented in C2.

    Prefer to use it and read further about export optimisations that are processed and make such a program kind of irrelevant in C2's workflow.

  • I encounter an error in the arcade where my scores are duplicated and so, when connecting to a game page now, I can't even play the game, I end up on an error page of the server.

  • 15 best results.

    Yes it is a

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  • It seems actually to be a difference in the collision polygon between the "Default" animation and "Walk" animation.

    In the Default animation, the collision polygon is right under the feet of the character, whereas in the Walk animation, the polygon is set to bounding box which has some more space between the bottom and the feet.

    This is mentioned in the basic tutorial about making a platform game.

    You likely should have an invisible object to handle the collision/platform behavior and have the animation object pinned to it.

  • The forums have a search function that would help answering that question.

    Please use this function and beware of the topics date when you are posting. I've already warned you about that issue.

  • Well your issue is actually a non-issue.

    On creation of an instance you can set the parameters of the instance.

    Which means that you can actually have a single object type, with several frame, that contains a physic behavior and to which, according to the selected ammo type you set the parameters of the physics behavior accordingly.

    This is the same logic as demonstrated in my capx, only pushed a bit further.

    Here's a new example.

    As previously, the selection of the ammo type goes through the clicking on an instance of a text object, and getting a value of its variable instance.

    This value is stored in the global variable "ProjTypeToShoot" that will be used when actually shooting.

    In the example, instead of using the physics behavior, I've only modified the parameters of the bullet behavior, but you can notice it gives different behaviors as well and doesn't require a new object type at all.

    At the moment of shooting, there is a test to see what is the value/expected ammo type to be shot. From there, for each ammo type I apply different parameters and set the appropriate texture.

    I'm still convinced in your case you don't need to go for separated object types.

    Also don't hesitate to post your capx publicly. No one is going to steal it, and other people can actually learn from it.

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  • C2 can already be installed to, and executed from, portable storage devices.

    What Zatyka said is right.

    No need for extra program/URL doing it...

  • So your question was in the wrong forum anyway, as technical questions are supposed to be posted and answered in the "How do I" forum. So topic moved.

    Please refer to the manual article of the video plugin.

    You likely want your video file to be a project file.

  • Basically, you need to pass a parameter to your function that will allow you to pick the tile in the function itself (possibly the UID of the tile).

    From there, the picking can be several things (an instance variable, the IID, the UID, a position...) it just depends on your project.

    The thing to remember is that a function called does not remember the previously picked instances.

    For example, if you call a function inside a "On touched object" event, the touched instance won't be passed into the function automatically.

    This is something you have to do yourself.

  • Be sure to follow the performance tips as well as the memory usage tips.

    Also consider the mobile device can be weak hardware (and weak OS).

    Make sure you are testing on the appropriate OS, not older, and maybe you will have to sacrifice animations and animations frame, because in the end, everything is not doable.

  • If the main difference between your projectiles is their textures, you can put them all as part of a single animation in a sprite and set the speed of the animation to 0.

    From there, when creating that Sprite object, only display the frame that is the correct texture for the projectile.

    Example capx r207

  • Anonnymitet: Your point is actually not at all important and even pretty offensive. Please edit your previous message.

    When you were 6 and even a few years after, you weren't able to understand and express yourself in English like you were in your native language.

    Blaming on politicians or "forcing the world to learn English" is NOT a solution or even a good idea.

    Actually allowing for a software to be translated is actually critical for its spread and its reach in education system of other countries.

    Unfortunately, it's been stated that it will unlikely happen to C2.

    Fortunately, C3's interface should allow for such translation and such language penetration.

  • Well Construct 3 has been announced and should allow for translation.

    Otherwise, since the year you have posted, C2 has still continued to spread despite being English only and it's OK so far.