Pigpud's Forum Posts

  • There should be a Instance variable Add/edit box in the object properties menu.

  • Have a string variable that is called State. When state is equals "Left" enemy sprite simulate platform pressing left.

    When state is "Right" simulate platform pressing right.

    You can change the state of the sprite by having invisible collision boxes that the sprite can collide with.

    Hope this helps.

  • Player on collision with apple1 (or apple family) add 1 to global variable "Text value"

    When "Text value" equals 5, set text to: "yum!".

  • You could make a variable system to check what objects are collected and then change the text based off the value of the variable.

  • Update: I tested construct 3 in Edge and Firefox and so far Edge seems to run the best compared to Chrome and Firefox. Edge still has some "brush lag" in the animations editor but does not freeze up.

  • Hello, recently I bought a gaming laptop for using construct 3. I have been using a PC for all of my work and I thought it would be nice to be able to work mobile. Construct seems to run fine with it but in the animations editor it freezes up and the pixel drawing tool follows the cursor very slowly. I work on chrome and am using the latest version. The issue does not occur with my PC which is using the same version of chrome.

    I also noticed the layers bar "Lock" graphic looks kind of chopped in half...

    The same with the event sheet graphic.

    I opened Pixilart as a test and it did not lag with the mouse cursor. Construct itself runs well but the popup windows seem to take a little longer to open then normal.

    The issue occurs with the online version of construct 3 and the downloadable one as well regardless of what project is running.

    Any thoughts on what the issue might be?

    Tagged:

  • Same here.

  • Use an instance variable to keep track of its life. Each time the player shoots it, subtract 1 from the instance variable. When the variable reaches 0 destroy the sprite.

  • Okay, that makes sense.

    also I went through the layout and looked around for any unnecessary sized sprites, (such as collision sprites) resized them and off any large transparent areas. Overall doing all of that seemed to help.

    I'll go ahead and break up the building covers animation frames into separate sprites and use a family and see if that does anything more.

    Thanks for the help Lionz!

  • Hello,

    Yes, I know the title is terrible but I will explain the issue as best as I can.

    *ahem*

    So I have buildings which the player can walk in and out of. When they walk into the building the outside of the building becomes transparent, so the player can see the inside of the building. When the player leaves the building, the outside of it becomes visible again.

    I am using a sprite with multiple frames that are used for the various outside "covers" of buildings that the player can enter. This allowed me to just write one code for the transparency and it would apply to all of the building covers.

    Then I noticed that all of these building covers were using up a lot of MB.

    As an example on of the covers for the buildings has a width of 880 and a height of 560

    So what I'm wondering what is the best way to make large covers for the outsides of my buildings without using a ton of memory.

    I am considering using some tiled backgrounds in a family instead.

    Any advise is appreciated!

    Tagged:

  • I will ensure that your sprite has a same sized collision box.

    For example if your sprite has 10 animations it will be very hard to ensure that the collision box for every animation and frame is the same.

    You might find your sprite getting stuck on walls or appear to float at times.

    It's easy to just avoid all of that and make an invisible sprite with the platform behavior and pin your animated sprite to it.

  • I also use a mouse for pixelart. Pixelart isn't exactly requiring the features that a tablet provides.

    Yeah because the scale at which you can draw pixel art assets is usually small (depending on the style of the pixel art), it would be easier just to draw them using mouse.

    That being said drawing with a mouse can be frustrating if you have no experience using one. When I started doing pixel art it was awkward and slow and I thought using a stylus would be faster. But as time went on I grew faster and faster at doing art with a mouse I haven't thought about getting a stylus in a long time. Although I could see how using a stylus would be more comfortable for people who are more used to working with actual drawing tools.

  • I just use a mouse for drawing all of my pixel art assets (16 bit style) and its worked fine for me for about year now. I don't think it hindering at all.

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  • I noticed this issue too when I exported my game in Webveiw2.

    Looking forward to the next beta!

  • I'm on c3 so I don't know if I could give any advise you with your issue with c2 NW.JS...