lionz's Forum Posts

  • I'm not really sure what you're asking, how can I make artwork without being an artist? You can buy premade artwork I guess, there is some in the store on here. You could make a nice particle effect using particles in C2. To make that exact animation though it looks to be a sprite animation that someone will draw. It's possible you could do something similar by making your own workaround movie by adjusting the opacity of a sprite or by using the fade in/out behaviour but the original animation is very detailed and made by an artist.

  • You will need to buy both, but Google only charge a one time fee of $25 so that seems acceptable...

  • Hmm I didn't see any mention of free version only. Making a MOBA with the free version, restricted layers, 100 events and no families seems like a bit of a challenge, you would just be tying your hands behind your back. Your game is showing some promise so I would suggest purchasing a C2 license rather than creating a load of workarounds for what I explained can be only a few events. The workarounds themselves are going to make you start pushing toward that 100 event cap anyway.

  • From looking at the game, because you are spawning a new character in I guess I would spawn whichever object is required, where each character is a separate sprite object. You can group all of the character stuff in a family. If you create the characters as separate objects including blue variants then add them all into a family, you can assign the movement controls to the family just the one time. Each object will have its own animations that correspond with the default names, so archer has jump and equally blue archer has jump. In terms of code it'll be a few events, the work will come with the separate objects.

  • Well with the different animations you could just keep the same sprite object and 'play' the different skins? Having each character separated isn't a bad thing either but to minimize it I guess you would do it with animations so the character object is the same but they 'look different'. If you're changing all characters to blue when blue is chosen (just trying to picture the game) I guess you could set each blue animation to be called 'blueskin' and then make all characters set the 'blueskin' animation when blue is selected.

    When you say making animations is kind of odd, what do you mean? Surely the animations need to exist already to display the skin?

  • The animation is made up of frames on the sprite object. You create the animation from frames and then play the animation.

  • Some old files still work for now, new ones will not.

  • A sprite animation made by an artist.

  • You can just choose on clicked Sprite with mouse object if you want Sprite as button, is that good enough?

  • Did you write the logic in your capx because it's a one line fix that's very easy if you wrote the events...

  • If you think you are having a memory issue that cannot be resolved then probably post your capx and the necessary details in the bug section.

  • Hello!

    Is level 2 a new layout? Does it definitely load level 2? Is your character spawned in the second layout or are they already placed? Do you enable platform behaviour in level 1 but not in level 2?

    It's probably a very easy fix but I can't see what you've done.

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  • The last level being 3 right? Seems fine. If you select WIN then it saves. If you select FINISH to go back then it does not save, but this never works on any level because you only have the save to array logic under the WIN. I assume this is intentional?

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  • Can you better explain the issue? It seems to be working fine and I tested it for ages. What are the exact button press steps that are not saving for you?