Ricethin's Forum Posts

  • Hmm, I'll reevaluate it. I was using it as an "else-if" since I kinda came at this from a programming background.

    Let me try the pixel rounding thing and get back to you... I don't think I can change that at runtime though, so it would have to be off for the whole project, right?

  • I appreciate the feedback, but unfortunately with that particular event I've tried it both with and without to no avail!

  • I'll look into your googles, but #3 suggests using DT, which you'll see that I'm actually already doing!

  • Hey!

    I'm down to the wire on our game, Beans: The Coffee Shop Simulator, and as a result, I have a whole bunch of little nitpicky bugs that maybe someone here has some insight into! Special thanks as always to all of you guys in the community, as well as Scirra for my favorite little game making tool although, Aseprite is a close second!

    OK, here goes - feel free to shoot a response or a forum message if you have any ideas about any of these.

    1 - NW.JS Doesn't Quit Neatly

    Issue and Steps: Build with NWJS, close the .exe either via ALT-F4 or via Constructs in-game quit commands, NWJS hangs around in Task Manager.

    This one is mostly just a memory management issue. Don't want people flipping out on Steam that my game is bogging down their systems because it doesn't quit neatly on exit.

    2 -Pin an object to a customer on mouse over...

    Issue and Steps: for some reason, this just straight doesn't work.

    3 - Zoom Jitters

    Issue and Steps: .

    For some reason, this method jitters like crazy.

    Any help much appreciated!

  • I figured out a workaround using the mirror behavior. In retrospect it's more efficient anyway.

  • Also, it works fine when exported!

  • I'm gonna necro this...

    Was this ever fixed or is there a workaround?

    We're making a game where we have hundreds of little customer characters (it's a tycoon game) and each one has two or three 16 frame animations.

    Other than massively sacrificing animation quality or customer variation, I don't see how I can shred images from the engine.

    Help?

  • I mean yes, but not showing up correctly *in the editor*?

  • I think it.. might have resolved itself? Fonts are a pain.

  • I have no idea how to fix this, but the font displayed in the editor, the font in the game, and the font in the actual Windows system are not the same, and it's driving me ballistic.

    Font in Editor:

    Font in Windows:

    Font in Game:

    Why God? I've uninstalled and reinstalled the font, rebuilt my font cache, more. Any ideas?

  • I solved this by manually importing the animations to one sprite, then copying the sprite itself 3 times, then swapping it into the code where the others used to sit.

    Thanks for all of your help!

  • I'll give it a try and let you know!

  • Sorry, I suppose I should have been more specific

    I have a 'selector' that you thumb through with the arrow keys (it iterates through a number of animations). I want to make a distinct one that appears over the character (I'm making kind of a character customization thing) that sets its animation based on the animation of the selector.

    ergo, the two items need to have the same animations. Here's the problem - there are *hundreds* of animations in the selector currently. So, I'm wondering if there's a way to take all of those animations, and then just copy them over to the new sprite.

  • Hey all,

    Is there any way to bulk copy animations between sprites... other than just to copy the sprite?

    Let me know!

    M

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  • That's kind of you. I'll take care of that now.