lildragn's Forum Posts

  • Hiya Lucid, got this working with individual objects... yay! (cap link below) now I'm not too sure how you would check to see which object is selected within the loopindex so when you push a key or a button it would go to that particular layout. Also can you briefly explain what the "clamp" actions are doing?

    http://www.box.net/shared/8svet79mpx

    [Edit] Ok I got further using the below, but now it's just figuring out how to use the same button/key press for each selection.

    Blue: Unique ID is 1/2/3[/code:1ex454df]
    
    [/Edit]
    
    thx man!
  • In addition, here's another that I've always used http://www.dafont.com/

    ~t

  • Was just about to post this, unbelievable work here, love the art direction and humor.

    ~t

  • Awesome! And this could actually lead into something like character customization dress up avatars FTW!!

    ~t

  • -On the same stuff, It seems that I can upscale the sprites internally using the handles, is that a good idea or better is to upscale the image on a graphic program and then re-import?

    I'm relatively new to Construct, but I think I can help you with this. Generally I would set the scale in Photoshop so I can keep the graphical fidelity, but if you wish you can use the handles in Construct, but you have to change the Sampling in the Application settings to "Point" that way it keeps the pixalated look.

    Demo plays great btw, very smooth.. nice work.

    ~t

  • Excellent! Appreciated Lucid, this will get me going.

    ~t

  • Hiya me again, I'm going to begin an official "my new game" thread once I get all the moving parts stable, so I'm not flooding the forums

    Ok so I would like to create a simple game menu that I can use either the Xbox Dpad/Keyboard arrows to cycle through the choices (start game/options/credits e.t.c) and by doing so they highlight in turn, and once highlighted I can activate them by a button/key press.

    Couldn't find anything in the forum search, so hopefully someone has an idea on how to approach this or maybe point me to an aptly named thread that I missed.

    ~t

  • Just tried this out, nicely done... are the stencil shadows pre-rendered as well? I'm know this thread is a year old, but I'm new so :p

    Is the game now finished?

    ~t

  • I finally got a chance to sit and go through these tuts. Just like platform school, it's well presented and bloody easy to grasp! And coming from an artists standpoint, that's cool factor +1.

    As for ideas (not sure if this was mentioned), as an extension to the inventory tutorial, how about showing once an item is equipped, it appears on your character for use.

    Thx for the effort!

    `t

  • but from what I've noticed, large background images seem to effect the saving/loading/previewing speed the most. I got around this by loading backgrounds at runtime instead of including them in the .cap. It makes it MUCH faster. Doing this reduced the amount of time it took to save, load and preview by about half, maybe more.

    This interests me, care to elaborate or show a thread where the implementation is discussed? Because the idea I have for a game will require large BG images indefinitely.

    ~t

  • That was pretty astute there Pixel, I saw the hicup in animation but never thought that to be the issue. It's these lil things that are noteworthy so you don't spend a day beating yourself up

    ~t

  • Ah cheers! thx

    ~t

  • Hiya, I'm running 99.85 and was trying out fullscreen and received a crash, I had to close Construct. Unfortunately though I can't close the DirectX window, I can still click it and it relaunches in fullscreen, but can't close it. What's the name of this process so I can shut it down?

    thx

    ~t

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  • Ok so I added a few more button presses, looks like there's something funky in the logic I was using... time to scrap and start fresh!

    Here's the updated .cap http://www.box.net/shared/1qsrgm9gja

    thx again for the help...

    ~t

  • Sorry I should've mentioned the line that was causing the issue and such. I think I'll basically start a fresh project and test again.

    It's line 21 btw, and I changed playerMsk: Value 'state2' Equal to 0 to (Equal to 1) that seem to work, but my "A" button still believe it's a jump state... anyhoo I'll keep trying, thx for looking at least.

    ~t