LittleStain's Forum Posts

  • Families are a good way to organize different objects that have a lot of the same behaviours.

    Also I can recommend learning about functions. Add parameters to the functions called to make the same events work on different objects and/or parts of your game.

    here's the manual entry for containers

    You should try to re-use objects as much as possible. The playerbox shouldn't have to be different, especially if most events pertaining to it are the same.

  • You Don't have to change the touch events. Construct 's touch also reacts to mouse input.

  • As you say most tutorials are too advanced for you I just made the events as simple as I could, so you can learn the basics of event-making. If you want the events to be more advanced I'd recommend first learning the basics so you have more insight to what you are doing.

  • 1a Yes

    1b Enemy is hit - punch is punch1 - enemy.health deduct 30

       Enemy is hit - punch is punch2 - enemy.health deduct 50

    1c Yes punch is punch1 - hitbox set size to (whatever,whatever)

           punch is punch2 - hitbox set size to (whatever,whatever)

    2 on enemy hit - punch is punch1 - enemy set x to x+10

    on enemy hit - punch is punch2 - enemy set x to x-10

    So you'd have to have variables for punch, or just use the is animation punch1 playing. With punch 2 you could also pin the enemy to the hitbox or somthing like that.

  • Probably not what you are looking for

    I don't understand what it is you are trying to achieve exactly, but it sounds interesting nonetheless..

  • In your background layer properties set paralax to 0,0.

    That's probably all.

  • The system expressions choose() and random() are probably what your looking for, you can find out more about them in the manual.

  • -In an image editor remove the (white) background and save the image as .png

    It should be as easy as that.

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  • I agree with BACLog, but the example-game (CONTRA) doesn't use seperate sprites as far as I can see, so I added my animation-frame example.

  • If the sprites are animated C2 will make spritesheets out of them put into a power of 2.

    The most important thing to take into account is the weight of the graphics on the performance. Using a bigger sprite and reducing it's onscreen size give better results than using a smaller one and scaling it up, if you want it to look crisp. A disadvantage of this is that bigger sprites will take up far more VRAM and on less capable devices (Mobiles and older desktops) could be your bottleneck in performance.

    There are many topics about this on the forums.

    -Try to re-use sprites as much as possible.

    -Use tiled backgrounds if possible.

    -Use your VRAM wisely.

  • Could you be more specific?

    Do you have a list of names you want to randomly pick one of?

    Would you like to generate the name from random syllables?

    Is "Q1hm5z&" an acceptable name?

  • Maybe you could try temporarily pinning the objects to eachother and unpinning when rotation has finished, that is when you want them all to rotate around a specific point. If you just want to rotate each and every one on their own using families would be better.

  • You could just start the shoot while walking animation at the same animationframe as the walk a animation to make it fluid or like you suggested use two sprites for upper and lower body, depends on the complexity of the animations, really.

  • It would have probably been better to create the intro in Construct2.

    I dont know how big the png's are pixel-width times pixel-height, but that times 4 times 400 is how much VRAM-bytes it will use, and I guess that's the issue. Animations made with flash can almost certainly be recreated inside Construct2, albeit sometimes in a different manner.