robit_studios's Forum Posts

  • R0J0! Once again you are a lifesaver. :) This is exactly what I needed.

    Now, this isn't a necessity but it would be awesome if this could all be done on 1 layer (just for simplicity in a project that is already complex). Would this be possible? I tried a few things but it seems like at least 2 layers are required.

    Like I said, though, the method you described will work just fine for my purposes. Thanks!

  • I'm having trouble wrapping my head around this puzzle. I'm not even sure how to describe what I'm trying to accomplish but I'm hoping some kind of layer effect will work.

    Here's the .Cap: https://dl.dropbox.com/u/28484936/layer_effect_example.cap

    In this simple example I have 3 layers. The background layer (with the circles), the middle layer (checkered) and the top layer (the gray semi-transparent mask with a hole in the middle).

    <img src="https://dl.dropbox.com/u/28484936/2013-02-11_185151.png" border="0">

    <img src="https://dl.dropbox.com/u/28484936/2013-02-11_183226.png" border="0">

    What I want is for the middle layer (checkers) to only show through where the hole is. Any part of the checkered layer that is covered by the grey area should be invisible, while the background (circles) should show through normally. The end result should look like this:

    <img src="https://dl.dropbox.com/u/28484936/2013-02-11_183309.png" border="0">

    For the sake of this example I put all three of these object on separate layers but they don't necessarily have to be laid out like this. Any ideas? Thanks!

  • Is there a way to set one of the Radio buttons options on by default? Or in other words... is there a way to manually set which Radio option is selected with events? The only action for it is "Add Option".

    Also, I'm having trouble figuring out how to get the value from the currently selected list box item. There doesn't seems to be any ListBox specific expressions.

    I've been struggling with this and cannot find the answer in any of the documentation. I feel like i'm missing something about how to use this plugin. Any help would be appreciated. Thanks.

  • Hey, Sorry I didn't reply sooner. (this was the first chance I've had to try your suggestions). It worked! My problem was that I had not already created the extra (blank) frames in the Sprite object. Thanks again for your time.

  • Arima,

    I tried your method of loading animations with no success and also couldn't find anything about it in the forums.

    This is what I tried:

    http://gyazo.com/f6f41a4c4f0795815a7b0a956f881284

    *edit* and that event was originally set for "Start of Layout"

    It seems like it can only have 1 frame loaded at a time. Any other advice on how to do this would be appreciated.

  • I was afraid of that. :(

    Well I may have a decent solution. I stripped down a version of my game to include only the parts it needs to run (basically removed all tiles and background pieces that don't interact with the game). It now previews in 20 seconds. I'm going to code parts of my game in this stripped down version (like a boss fight for example). And then once it's working, re-create the objects and events in the full game. That should help speed up the process. I've heard that I shouldn't directly copy/paste events and objects from different .CAPs but even re-coding the events would be faster than waiting 2 mins for every preview.

    Also, another question. Is it possible to load an entire animation for a sprite at run-time? It seems I can only ever get it to load 1 frame at a time. Thanks again for your help!

  • I'm working on a game that is fairly large (exploration platformer), using high resolution graphics. I'm trying to be as efficient as possible (keeping textures in power of 2s, loading large textures at run-time etc.) So far .Cap file is 32MB. I would say the game has about 200 unique objects. I have no problems with loading/saving the game or using CC editors.

    However, every time I preview the game (layout or all) i have to wait exactly 2 minutes before the game is ready.

    I can handle the 2 minute wait, even though it gets frustrating when fixing bugs. However since only about 1/4 of the content is in the game I'm worried about how long this preview time is going to get and the game continues to grow. Like I said, nothing else about CC runs slow, just the preview.

    Is this normal? Is there anything I can do to speed it up? Are there any best-practices to help prevent this in the first place?

  • I'm using the warp effect on a layer (to try to get a wavy underwater effect). It works great if the screen isn't scrolling or zooming but when the screen scrolls or zooms it speeds up or slows down the warping effect.

    I made a quick example that shows how it looks when the screen is scrolling: https://dl.dropbox.com/u/28484936/warp_scroll_example.cap

    If it's not possible to make this effect work is there anyone who would be willing to create one for me?(I'd be willing to pay a reasonable amount).

  • I'm trying to come up with a good solution for a shadow effect I want in a platform game and I need help brainstorming the best way to accomplish it. I want the shadow to follow the player's x position but to always appear on the platform directly underneath the player (even if the platform if off the screen in the case of long falls).

    This image sort of demonstrates what I'm looking for:

    <img src="http://i.imgur.com/EoAMh.png" border="0" />

    My first reaction is to use loops and a sprite that can start at the player and move down looking for collisions. I feel that might be somewhat CPU intensive just for a shadow effect. That's why I'm looking for other opinions.

  • What is the easiest way to insert game objects into a new layout? I have a "object" layout that contains all the tiles, objects etc. Now when I create a blank layout what is the easiest way to begin populating it? I can't drag-and-drop objects from the "Project" menu. It seems that the only way is to switch between layouts and copy and paste them. This seems somewhat inefficient though. Does anyone have a suggestion? Thanks

  • I just tested R96 and it has fixed this bug. Consider this bug CLOSED.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I think I found a bug dealing with how the platform behavior handles slopes. I'm trying to make the player slow down when climbing a slope and slide down when coming down a slope. The method I'm using works rather well when the player is moving towards the left but when the player is moving towards the right he get's stuck and behaves strangely. The following CAPX should illustrate the problem:

    https://dl.dropbox.com/u/28484936/slopes.capx

    I tried it on Chome, Firefox and IE with similar results. (and Firefox behaves even weirder with the player sprite moving very strangely)

    Also, I saw this tread: http://www.scirra.com/forum/jump-thru-platform-positive-x-movement_topic53067.html

    ...and used the updated platform runtime.js with similar results.

    Here are my specs:

    Windows Vista Home SP2

    64-bit

    GEForce GTX 560

    Chrome 19.0.1084.56

  • Thank you everyone for all your help, suggestions and examples. I'm happy to report that I got this working exactly the way I wanted it to. It took a lot of trial and error but the end result was worth it.

    To fix my problem I just tested for when the object reached the corner of a platform. Then test a "collision at offset" in all four diagonal directions. When if hits a platform is sets the X and Y position of the enemy to the edge of that platform, rotates the direction 90 degrees and sends it on it's way. I can now set the enemy to any speed less than 650 and it seems to work great.

    Here's a cap if you want to check it out. If you see anyway I can make this even more efficient let me know.

    https://dl.dropbox.com/u/28484936/crawling_enemy_2.cap

    Thanks again.

  • Yaottabyte I really like your method of changing the direction of gravity but I've run into one problem. I'm using Tiled Background objects for my platforms and there doesn't seem to be a way to "Pick closest to" for Tile Background objects.

  • zyblade Thanks for the example. I considered the path movement option, but it won't work for my purposes. I don't want the enemies to have a fixed path. I want the enemies to be able to thrown off of their platform and attach themselves to wherever they land and continue moving.