Rainman's Forum Posts

  • 9 posts
  • Simple : use the window resizing tab to show more content on resizing. Then there is a trick : do not use Construct's "Fullscreen" mode, but insteed you have to put your game in fullscreen according to this method

  • Just a prototype, but some of basic game mechanics are showen:

    [TUBE]http://youtu.be/b0fLVY31Qlw[/TUBE]

  • You was totally right, tulamide. It should look like this:

    <img src="http://i.pixs.ru/storage/9/6/6/777png_4083138_3860966.png" border="0" />

  • I'm just trying to understand the advantage of animations loading at the start of layout...

    For example, I have next animations and associated RAM use:

    1. Hero (100 mb of RAM)

    2. Enemy1 (20 mb)

    3. Enemy2 (20 mb)

    4. Enemy3 (20 mb)

    On total - 160 mb

    At the first layout I'm using Hero and Enemy1, so - 120 mb of RAM are used.

    At the second layout I'm using Hero, Enemy1, Enemy2 and Enemy3 - all 160 mb are used.

    If I understood correctly, comparing usage of unique .exe, I have an advantage of free 40 mb of RAM only at first layout (and at the meny layout of cours).

    The question is: if at each layout I have to render all my animations, is it usefull to use "Load frame" ?

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  • but...tojump...How do it?

    -On key pressed ("Space")

    • > Player2 platform "Jump"

    Read this wiki, it's very usefull for a beginner.

  • Why does everyone try to set an animation's frame to 0 although the first frame is 1 (CC is one-based)? I'd say, 0 is just undefined and wouldn't recommend using it.

    It leads to aftereffects, e.g. in this example above the second condition of event 15 is meaningless, because the animation frame will never be 0 and the condition therefor always be true.

    First of all, using CC debugger I saw, that all animations use frame number "0" to start playing, so I've decided that Construct's engine must reference to "0" for the first animation's frame.

    Secondly, my example above works fine, so... It just works.

  • Thanks, but I found a solution:

    <img src="http://i.pixs.ru/storage/3/4/7/777png_2258796_3856347.png" border="0" />

    It's a bit heavy, but it works fine with my method of animations organisation

  • i think this is more of a feature than a bug

    just add a set frame to 0 action along with the seating animation

    i think (not sure) that if you do another play animation action it might automatically do this as well

    so Set Animation to "Seat Down"

    Play Animation

    It do not helps... Even if I use "On control pressed" to set the current frame to 0 it makes the hero to hang at this frame while I keep the key pressed.

    In fact this "feature" means that when a player will be forced to quickly seat down, he'll be confused because of different speed of action. Really, it looks like a bug...

    Can this feature be turned off somehow ?

  • Hello there! Could any one help me to figure out a little problem with Construct Classic r1.2 ?

    When my hero is standing it playes an "Idle" animation (frame0 -> frame1 -> etc). When I press Down Arrow it have to play a "Seat Down" animation (frame0 -> frame1 -> etc) but in fact it changes only the name of animation-to-play (it takes the number of the currently playing animation frame and starts my "seat down" animation from this frame number!) So, if my hero decide to seat down at Idle's frame = 5, it skips first four frames of "seat down" and my hero turns up sitting down...

    Thenks per advance for your help.

    .cap mediafire.com

    Press "S" to seat down

  • 9 posts