Nimtrix's Forum Posts

  • Even if all the framecounts are different, it will be easier/faster if you add them as frames and animations. You can use expressions and events to get a lot of information from the animations & frames.

    It's up to you obviously, but I really don't think 360 different sprites is the way to go.

  • If IE can run the games properly by then, this could be interesting. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • If you name your animations something like:

    Low Punch (or LP)

    High Kick (HK)

    etc..

    So if you know that the High Kick is, say, 8 frames, you can easily choose a specific frame within that animation.

    You would only have to specify; animation HK, frame X. Or just use, "is animation HK finished", then "set animation Stance".

    Edit: And as for sheets/frames, I would probably make a sheet for each animation move, for easy importation. You can import several frames into an animation though, so that'll work fine too.

  • To keep the changes over layouts, you could either do as inkBot says and make lots of global variables, or you could make your level objects global. It will then work with only 1 global var for the levels, but you'll have to move the global objects on layout change. Don't know what I would do, depends on how many levels I'd have to deal with.

  • Gaah, tried that and a few other things and it works to start with, but then I run into a problem.

    If I beat one level it's fine, but when I beat a second level the changes to the colour of the first level revert to default, and then it shows the second level as it should, and it keeps doing that. Any help? D:

    Sounds like you could avoid that by using booleans like you originally suggested, have you tried that?

  • Wouldn't it be easier if you made several animations per sprite aswell?

  • Wait, are you making one sprite for each frame of every animation?

    You should add them as frames in an animation instead, you'll only need 10 sprites total.

  • As you probably know, if you have 72 different sprites, you need to have one instance of each sprite in a layout. So either you create a new, unused layout and keep all the fighters there, or you have to keep them in the margin.

    Edit: Or since it's a fighting game, add them to a "character selection" layout or something?

  • Ah, sorry didn't notice. Changed an event, should work now I think. Reuploaded to same location.

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  • Using lerp on the scrolling should smooth things out:

    dogglejump_edited.capx

  • Have one global variable that keeps track of what level the player is coming from, and one global variable that is set to 1 only if the level was completed (and set to 0 after the frame has been set correctly). Then you should have enough information to point out which sprite should change frame.

  • If your blocks don't move downwards, you won't see objects with positions below 0, so you'll have to spawn it somewhere inside the layout.

  • What do you have as a condition for that event?

  • If you want a vertically scrolling platform game you'll either have to make a very tall layout, and scroll to your character, or you could have a small layout with a fixed camera and spawn moving platforms above your character, like this:

    VerticalSpawn.capx

  • So how would I create objects outside the top of the Window view??

    You can create an object outside the window view by using negative position values for X and Y when creating the object.