ome6a1717's Forum Posts

  • Hey Everyone,

    I've just released a teaser trailer for a game I'm working on called Viktor.

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    Also, here are a couple images of the game! More can be found at Pending Approval Studios' website.

    <img src="http://pendingapprovalstudios.com/Art/Viktor/Screenshots/Viktor%20-%20SS10%20TN.png" border="0">

    <img src="http://pendingapprovalstudios.com/Art/Viktor/Screenshots/Viktor%20-%20SS12%20TN.png" border="0">

    <img src="http://pendingapprovalstudios.com/Art/Viktor/Screenshots/Viktor%20-%20SS7%20TN.png" border="0">

    My plan is to put this on kickstarter to try for funding in order to finish the game. I'd love to have you guys test the game and let me know what you think!

    You can download the demo HERE

  • aerirprown - I suppose that makes sense. Thanks!

  • If you're using a "if player is falling > play fall animation" event, try switching it to "on jump animation finished > play fall animation".

  • firebelly - I'm worried about both. If I have 40 enemies and each of them have a 10 frame animation that I put into 1 sprite, it would affect the memory and performance if I'm loading that for only 1 animation at a time and then destroying it, no?

  • aerirprown - Right, but what I'm basically doing is when an enemy dies, I spawn a "death" sprite and destroy the enemy immediately. Once I have more enemies in game, this sprite can become quite large with tons of animations that might only be used a couple times per layout.

    So I'm betting it's probably smarter to not do it this way?

  • I've been putting a lot of animations on 1 sprite and using "create object > set animation to: ".

    I'm wondering, when it does this, is it technically loading every animation when the sprite is created? Should I be using separate sprites for each animation for something like this?

  • Is there a way to get a hotfix for this? I've already done too much in the new version to go back a version...

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  • thehen - you most certainly can! thanks.

  • Unless I'm wrong, there is currently no way to visually mirror a sprite in the layout viewer. I feel like this could be a nice feature if you were creating events that required an object to be mirrored so you get the exact coordinates without having to test it in game or create a duplicate object that is mirrored.

  • tulamide - brilliant! I think I FINALLY understand dt now!

    Thanks to the both of you.

  • I'm trying to figure out how add to a Final Score variable so the duration is always the same regardless of the score.

    ie. You beat the level and your score is 12,000, in 2 seconds your Final Score meter will go from 0 to 12,000 increasing by x.

    Currently I'm just using "add 100" to Final Score every tick if Final Score variable =/ Score variable. and then when the final score is over it sets the text to the score variable. Obviously this isn't timed like I want it at all, and I'm having trouble figuring out where to start...

    Any help would be greatly appreciated!

    Thanks.

  • ignore that - figured out you can set the width for specific characters in the conditions. Thanks ghost!

  • ghost - I tried using a sprite font. I think this would work, but my time counter should read 00:00:00 and it's treating the : with the width of an entire character which not only looks odd, but makes it so the art would need to be changed. Is there a way around this?

  • The "or" event broke. Ashley posted a fix somewhere on these forums...

  • Same here - that scared me to death!