LittleStain's Forum Posts

  • I haven't seen your pictures, but I cant help but wonder why they have to be this big.

    I can imagine big parts of the sprite during the page turning animations stay the same. So probably it would be possible to optimize those.

  • For each enemy

    system compare two values: distance(player.x,player.y,enemy.x,enemy.y) < 100

    • enemy shoot
  • 15 x 1920 x 1080 x 4 = 124416000 bytes = 124416 kilobytes = 124.4 Megabytes

    and that is if they aren't transfered to a 2x2 ratio in which case it would be:

    15 x 2048 x 2048 x 4 = 251.7 Megabytes

    It might be a bit much loading them all at the same time.

    Try putting them in a layout that isn't loaded in it's entirety or find a way to reduce the image size, would be my advice.

  • Usually "sticking" comes from slightly deviated collision polygons.

    Are you using a sprite with the platform behaviour and square colission polygon and pinning your animated sprite on top?

    Does the collision polygon of the wall have a vertical lines or are they just off so the character can land on it?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • You don't have to pin the sprite every tick.

    on start of layout - sprite: pin to wreckingball

    should be enough.

  • If I were to make it I would create the animation in Photoshop at game size, than size it down to like 62x62 import it in C2 and scale it up to game size.

  • Example:

    This

    is done by these events:

    <img src="https://dl.dropboxusercontent.com/u/48563442/bulletshapes.jpg" border="0">

  • I had to use google to find out what you mean, for I had no idea.

    It seems like the bullets are spawned in mathemetical ways. So you'd first have to know the formulas you'd want to use.

    creating a swirl would be done by creating bullets at around the player flying outwards at certain intervals and changing the angles.

  • You need to know what conditions should be true before going to the next level.

    I would choose to create a "next"-button when those conditions are true and on "next"-button clicked/touched goto next layout.

  • Just to make things clear:

    A timer can't continue to count down when the program is closed. A closed program does no calculations, so actually while closed nothing can be changed.

    But on startup you can compare the timer with the system time and see how much time has passed. You would then have to make events to change everything that would have changed in the time past.

  • The plugin gets the time from your system. you should be able to get that on start of your first layout so after that the program takes over the time.

    If you put the time into a variable and save it when closing the program on restart you could compare the saved time with the system time on startup and discover how much time has past.

  • That is what system time means, the plugin I linked to gets the time from the system it is on (be it phone, tablet, pc).

    So this should get you running in the right direction.

  • What time it is where?

    If you want to know the system time you could try using the system time and date plugin

  • Did you follow these steps?

    Manual sounds-music

  • Layer or layout?

    For second layout it would be as simple as

    system go to layout

    For a layer it could be more difficult, because you'd have to make sure the events for that layer aren't active when the other layers are and only set them to active at the right time. This would probably mean working with groups and/or is layer visible conditions.