NugMan's Forum Posts

  • Seems that 99.96 is stable (only bone movement is gone?!) so I'm thinking of moving my current project on it. It looks like nothing broken when I launch my .cap in .96, so is it bug-free? Or I should remade all of animation (which include custom hotspots in some places) and event by hands in a new blank cap?

  • And where is Bone Movement Behavior? Anyone found it? Help?

  • In my game character can use many weapon types, weapons and armor. Also they are shown on his sprite. So if your inventory says it's Katana in your arms - you see it. If katana is poisonous then sprite is different (could be rough-made katana with green lines or smthg doesn't really matter now). If I want to add new weapon to the game i simply add his stats and image name into ini, put image in the right folder. From now my new weapon can be obtained randomly as a loot from enemies.

    The question is - how it could be done? I had some thoughts:

    1. Creating different sprite for each weapon (Oh my.., 20 swords - 20 different objects, it's killing me );

    2. Creating different animations in one sprite (omg, huge amount of it!!!);

    3. Changing sprite of weapon via in-game preload (O.M.G. If i had to choose between 3 or 5 swords it will be painfull. Image Manipulator all-the-way when choosing like "what I prefer more - maces or swords?" And App could crash easily in that case);

    Help needed!

  • > Ah so its a bug?

    >

    No, you should be using 32 bit images for everything.

    Why should we? It a feature that expected to be implemented. Looks more than incompleted feature or bug rather than we should use 32bit. On-the-fly convert would be better than just ignoring alpha? </IMHO>

  • Can you post a screen of your actions, or copy as text this part of event list? Or maybe cap.

  • Maybe I didn't understood you right, but you can use different Z in Array object for each enemy. For ex. Enemy's sprite UID = 1 array Z = 1. If I'm wrong see my sig)

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  • In my case it was. Use gif for color table, or png24

  • Maybe you'll find it usefull.

    http://www.scirra.com/forum/viewtopic.php?f=3&t=7400

  • Thank you for reply on my roguelike)

    And yes, it looks weird, the shadow will be added, ellipsish one)

    Sinclair

    It's a ninja(

    A brutal one he is)

    amora

    about Talbot - i must admit it's really great. Keep up the good work!

  • Speaking russian?

    Cause if so check russian community page. You can find some tutorials translated.

    ???? ???????, ????? ??????? ???? ??? scirra construct ??? ???? ???????????? ????????? ? ??????.

  • I have random(99) in my event list 16 or 17 times. Is it true that its generating only once per tick? So i have random(99) same each time, renews only when start doing the list again (in second tick)? Solution?

  • Sorry - using construct 0.99.96 - last "unstable" build

    -> Sprite: Set 'old_x' to Sprite.Value('x')

    -> Sprite: Set 'x' to Sprite.X

    -> Text: Set text to (Sprite.X-Sprite.Value('old_x'))/Timedelta

    'old_x' and 'x' - prvate variables. Text - just text to display current Speed.

  • example. maybe needs clean up, maybe not)

    http://www.box.net/shared/0sqq96gjra

    also if you need absolute value of speed (i mean moving right speed 300, moving left speed also 300 (not -300 as in example)), just put all in abs()

  • AFAIK you can set animation speed for current animation, but for each frame (relative speed from one frame to another) could only be set via animation tab in editor. But you can use something like "if sprite1 in water(for ex.) set animation frame to sprite2.animframe" and sprite2's (could be invisible dummy with only animation speed defined) frame speed will be transferred to your sprite. Or just use multiple animations.

  • R0J0hound, thanks alot.

    Sometimes it's like you screw up all your work, till somebody more experienced helps you to clean all that mess for you).