LittleStain's Forum Posts

  • PNG size isn't important while playing. VRAM usage is:

    To figure out how much VRAM an image will use, you multiply the width and height together, multiply that by 4 to get bytes, then divide that by 1024 to get kilobytes. So a 32 x 32 image would be:

    (32 * 32 * 4) / 1024 = 4KB

    Transparency doesn't matter when considering VRAM, as the images are stored uncompressed.

    Also keep in mind that most video cards will store the image in a texture that is rounded up to the nearest power of 2 size, so for example, a sprite that is 280 x 280 pixels would be stored in a texture that is 512 x 512, taking up a much larger amount of VRAM.

  • I would recommend using system scroll to action instead of scrollto behaviour. This gives you far greater control over what happens onscreen.

    Adding conditions for what happens when ship is further than the camera sprite.

  • In the event sheet you can use the animationframe as a condition.

    On object clicked - sprite: compare frame

    or if you are using different animations:

    On object clicked - sprite: is playing "animationname"

  • What do you mean with mainly code?

    While making a game in construct 2 almost everything can be done and adjusted through events.

  • Yes, the object is given "mass" by it's size. Density will not take away mass.

    To make the object immovable, set it to immovable in physics-proporties.

  • The most important change I made was setting the isactive off when attached, so it wouldn't try re-attaching all the time.

    The "rope" is just for show, it doesn't actually do anything but show the rope connection that is made. (sometimes it goes to another animalballoon, but this has no actual effect)

    With every balloon attached right now the gravity on the animalballoon becomes 20 less, so after 2 balloons it's already -15, but because the falling speed it will take some time for the animalballoon to slow down and start to rise.

  • Didn't get the effect completely right,but At least I tried

    When attaching balloons the gravity-effect on the animalballoon will change.. Needa a lot of tweaking though..

  • You will have to choose for either physics or other behaviours. Working together with other behaviours physics gives unexpected and often unwanted results.

    I can't make a working example of my explanation right now, so I can't be sure what I imagined can be done.

  • Edited an example for making a slash-effect to create a:

    draw example

  • Group would suggest he meant event group.

    Just put all events relating to the layer in an event group and set group to active/inactive based on layer visibility.

    You could also add an if layer is visible condition to all events related to the layer.

  • It probably would be best to put balloon and rope in a container.

    and set the rope to invisible at start and visible when the distance is less then a certain amount.

    only create the pin if the rope is visible.

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  • Fron the top of my head (could have some flaws):

    To create the "rope" use a sprite, make an extra imagepoint on the left and one on the right.

    Set the "rope" position to x=lerp(balloon.x,object.x,0.5) y=lerp(ballon.y,object.y,0.5)

    Set it's width to distance(balloon.x,balloon.y,object.x,object.y) and it's height to what's desired.

    on mouse released:

    Pin the balloon to "rope" imagepoint(2)

    pin the object to "rope"imagepoint (1)

    (choose only position for the pinning, and probably rope style.)

    this way you don't need physics

    The same can be done with physics, but then you should abandon bullet behaviour and use physics for everything.

  • Just give your object one of the movement behaviours. Bullet would probably do fine for this.

  • just brainstorming:

    I would probably create a "rope" when the balloon is close enough and on mouse button released create revolute joints at both ends of the "rope".