mikehive's Forum Posts

  • I'm confused, why is the Name condition even there if the action is exactly the same every time? Just take it out and have one event?

  • Hey, I played around with your capx, as others have said the problem is your collision polygon on the spider, I had the same problem before. This happens if an object has a relatively small collision polygon and is travelling very fast - sometimes the movement will take it through an object without registering a hit.

  • Can you show an example of the effect you want? I'm not 100% sure what you need

  • This is a problem I've had as well, and preloading the audio a screen or two before you want it is the way to go. Perhaps make a loading screen like you said, and make your own .ogg files in a program like Audacity so you can crank the bitrate way down? OGG format has very good compression and you can push it quite far before it sounds really bad.

  • I'm not sure completely what is meant by "it only lets me place one of each object". Do you mean that pressing the button, dragging and putting down an object only works once ever? Or that you'd like to press the button, drag, and then keep clicking to put down as many as you want?

  • I used to use the paper-and-scanner technique for years when I used to develop games with Clickteam's stuff. It looks great, but I personally didn't realise how inefficient it was until I worked out how to avoid it. If you have a little bit of cash handy, have a go at Sketchbook Pro with a Wacom tablet - it does a great job of emulating pencils and pens and you can work muuuuch faster

  • Interesting question, and I wish I knew the answer. I suspect that you are right and that Anchor does position objects every frame - could you perhaps disable Anchor behaviour when unneeded? In any case I'd be surprised if the performance benefit in this case was anything other than infinitesimal?

  • Hey, just to say that this looks tight! Will definitely be watching with interest

  • I'd like to know this as well. I wonder if perhaps somebody has made a plugin? It seems like a common thing to want to do.

  • You also need to update the text object on collision with the trap to reflect the changed number

  • That's a good idea, but what I really need to do is go through all of my sprites and replace all the black outlines of the pixel art with coloured lines, and I can't really automate that process, it needs to be picked out by hand, but at least if all the sprites got laid out in a handy way I'd be able to copypaste portions of it or do something to make my life easier :/

    So I'm assuming there really isn't an easy way to do this... oh well, time to go and update every sprite in the game 1 frame at a time

    EDIT: It's annoying because if you export to node webkit C2 will generate sprite sheets for everything in the package.nw. But it doesn't do this with a regular grid or anything, so you can't reimport that sheet for anything useful. I know it has the capability! I just wondered if anybody had a clever idea for a process I could implement. I but I guess not. Thanks for your help anyway.

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  • Thanks for the idea! I thought about that, but it doesn't help with the basic problem of still having to open every single frame of animation one-by-one to make changes :/

  • Nobody?

  • Hi guys, quick question. I've been working on my game for ~2 years and I've decided I want to revamp ALL the graphics, but it's going to take a million years doing everything one frame at a time in the sprite editor. Is there a quicker way - can I get Construct to export sprite sheets that I can seamlessly re-import after updating in Photoshop, or something? I'm on the horns of abandoning my redesign as being just too complicated

    Thanks!

  • Okay, I've done more testing and the plot thickens. If I replace the first music with a different .ogg file then everything works just fine. So I thought that maybe there was just something messed up about that file. Except if I put the files the other way round as a test - ie, play the death music during the level, and play the level music on death - that .ogg causes no problems. It seems as if that one specific file causes a problem used in that one specific way??

    That'd be okay - I can just not use that file that way - but I've only just started adding music to my game and I'm a bit worried I'm going to run into this issue again, and I'd like to understand how it happens. Has this happened to anyone else??