lincolnsalles's Forum Posts

  • Perfect, I had just discovered this in the post below the forum. Thank you very much, you are absolutely right. I will have to change the code for my entire menu, but it is necessary.

    construct.net/en/forum/construct-2/how-do-i-18/selecting-uid-109870

  • Thanks for the answer.

    I found out that it is because I have 18 sprite source objects so far. Each menu option is a different source sprite. I could use buttons, but I'm using sprite font. This is normal? In another layout I tested it with just one font sprite and it dropped to 1.5 mb.

    Maybe I could use just one sprite font object, and copy multiple instances. But I wouldn't know how to reference them in the code.

  • Thanks for the answer. It actually uses 1 mb of memory in an empty layout. And I have one with several objects and background, which is 1.5 mb. So I would like to understand why the sprite font takes up so much. But in the end I shouldn't have to worry about that, right. I would like to keep things absurdly optimized in terms of images in the game ...

  • Ah yes I understand now. Now the challenge is to know which character to choose, it seems to have hundreds of them (Chinese), or to choose all of them, I don't know. I use the windows character map that you have to choose one by one, do you know another faster alternative to choosing a large number of characters at once? Do you have any advice or examples from people who have already done this and how they did it with your tool? Thanks for the quick response.

  • Hello. What about non-Latin characters? I would like to translate my game to Chinese and Russian as well. When I open a font that contains these characters, they just don't appear. Only Latin characters appear ...

  • I would like to understand that. I just added a sprite font of 8x14 (image dimensions of 128x128) in a layout in which I intend to make the menu, and in debug I have this size of 5 MB for stage image memory. Does anyone know why? In a layout of my game I have several objects and it has 1.5 mb of memory for images, I wanted to understand all this size that the sprite font is occupying.

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  • Before asking, I really tried to find this on the forum, because I'm sure others have had this question, but I haven't found it. I don't want to use text, I want to use sprite font. I've already downloaded a font with Chinese and Russian characters, which appear all these characters in the Windows character map, but when I open the font in the GYFM program (which does the big favor of taking any ttf font and making the character map ready in png to construct) it does not show Chinese, Russian characters, etc. , only Latin characters. How do I really add a Chinese language to my game? If I can get Chinese I can get anyone. While I was able to translate only to languages that use Latin characters, like Portuguese, Spanish, etc.

  • Hi, and where is print or video of the game?

  • Thank you very much for responding with a practical example, thank you for taking the time, that was incredible. It works perfectly, that's exactly what I wanted. Thank you very much.

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  • I believe that there is no curvature effect, only the background image was drawn curved so that it looks like a curvature effect. It makes the background image larger than the viewport size and gives you the possibility to move it to see more to the right and left. This game was made in the game maker, which is a 2d program, I don't think they used a sphere effect here. It's a trick, like an optical illusion. I believe ..

  • Hello, how do I make a condition if the mouse arrow is moving? Because the machine gun on my ship rotates at an angle according to the mouse, but I want that when the mouse is stopped, the machine gun rotates back to the standard angle, instead of always following the arrow of the mouse. I just want you to follow the mouse arrow if the mouse is moving.

  • I have an objectbank layout with the game objects, including the player. In the layout of the first phase, when I add the event to create the player, it does not come with the parts I created in the hierarchy. So I'm having to get the object ready in layout 1 with all the objects in the hierarchy in that layout.

    But I wanted to leave the player assembled with the hierarchies in the objectbank layout and be able to create it in all the layouts of the phases by pulling from the objectbank layout. The problem is that when I create the same it does not come with the hierarchies. And when I order to create the object I mark the box to come with the hierarchies.

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  • Hello. I would like to know if the scene graphic is used to create those multi-articulated heads made up of several pieces of sprites, very used at the time of the mega drive and snes, in games like r-type, axelay, etc. I looked for this subject on how I could do it in the construct but I didn't find it, and when I saw this new feature I thought if it would be the case.

  • I created a ray for the player that comes out of the correct image point. OK.

    But when I move very abruptly, the spawned ray object is displaced from the point of origin. In the video below we can see this happening. I also put a kind of light on the back of the player that lights up when it moves, but the same happens. How can I solve this?

    I don't want to have to create many animations of the entire player for just a few subtle changes in the animation. That's why I use spawn and container.

    How do I make the object spawn quickly follow the player in its correct image point?[youtube

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  • Laura_D I have used the translator, as other posts attest, in these I ended up forgetting, sorry.