Solomon's Forum Posts

  • I was wondering what is the maximum width in pixels a scene can have, so that it runs smoothly on an average PC and that Construct 2 would be able to handle?

    20 000 pixels? 50 000 pixels? 500 000 pixels?

    There wouldnt be too much sprites I dont think, maybe max 5 per scene with instances, mostly a background that fills the whole scene.

  • Put the toggle hasspawned action above the system create action

    Wha...What kind of magic is this?? You sir are a genius! Thanks it works like a charm now!

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  • Well, in this example hasspawned only checks if a sprite has already spawned another sprite, not if it itself is created..

    Ah, ok I get the reasoning behind it, thanks.

    Would something like this work?

    Give the sprite a boolean HasSpawned

    system for each sprite

    sprite is not boolean HasSpawned

    sprite.x < 800

    > system create sprite at (x,y)

    > sprite set boolean spawned to true

    Sadly it doesnt work

    If I add 1 box from the beginning a line just forms of the boxes then they stop.

    If I dont add a box then just 1 box is created.

  • Based on your idea I have something like this:

    On layout start: Set Boolean CanSpawn = false, Create Spriteqmn@X

    IF Sprite.X < 800

    Set CanSpawn = True

    IF CanSpawn = true

    Create Sprite X

    Set CanSpawn = false

    But I would need to store the Sprite.X in an array for each instance and override the 1 value in the array? And that array value for each Sprite.X instance would have to be compared to <800. But how can I store each x for each instance in 1 field and override it? Would it use the For loop?

    For each created instance > store sprite.x array.pos(0,0) ?

    Eh, got mixed up again.

  • Thanks for the reply, I was wondering If the sprite has not spawned yet how can the system check if its x value is lower than 800?

  • What I figured so far, but having problem implementing it in code:

    On Layout Start: Spawn sprite in position(x,y)

    For each spawned sprite

    ___Store sprite.x in array.pos(0,0)

    If array.pos(0,0) < 800

    ___Spawn sprite in position (x,y)

    ___Store recent spawned sprite.x in array.pos(0,0)

    Now the problem is that the x of the sprite is constantly moving at different speeds, I have to track it all the time. I was wondering how to do that?

    Also, how do I store the recent spawned X in the array?

    The sprite has a CustomMovement behaviour.

  • IanHarlow - Families are only available in purchased Construct 2 from what I know.

  • How would I go about spawning a sprite instance based on the distance in X another sprite instance?

    sprite instance<------------- x distance -------------->another sprite of the same instance<------------- x distance -------------->another sprite of the same instance ...etc..

    Am I right in thinking that I need to make an array and add the x position of the first spawned instance to that array, then compare values, then create another

    instance and add its x position to the array?

    Time to sleep, will think about this tomorrow, in the meantime any help will be appreciated.

    Thanks and goodnight for today.

    Ps. Or maybe using an invisible sensor sprite? Hmm...

    EDIT

    I think would have to track the X position of the instance as it is moving constantly...

  • Yep you are right, SOME people love these kind of game

    But keep going dude, its always better to continuously work on and improve a game than to give up.

  • Don't mean to nag but I would appreciate a brief answer, thanks.

  • Flash Professional is becoming Adobe Animate CC:

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  • Hi, I am looking through these 2 tutorials regarding screen resolutions:

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    https://www.scirra.com/tutorials/1126/m ... ces/page-1

    And I was wondering if this is still the way to go regarding Construct 2 exporting options at this stage, since a year has passed since these tutorials had been posted.

    Also, using this strategy, when taking into consideration retina display, am I right to think that I should output all animations and images (since the highest resolution possible here is 1200x800) as I would be outputting to a 2400x1600 resolution?

    Thanks for all the answers.

    Ps. I would have posted in the comments under the tutorial, but the person that created the tutorial posted that he has moved on to a different engine.

  • RAYTEK

    I would like to learn from you, how is Anime Studio more evolved than Flash regarding animation? What functions are in Anime Studio that are not available in Flash, which are so crucial to 2D animation?

    I think not only I would be interested in you providing some arguments and feedback, the whole community could learn something.

    P.S. From my experience a person that is skilled can even make use of a brick, so to speak.

  • Sweet victory! Cool game, the sound of the rocket is a little repetitive, perhaps add 2 or 3 more sounds and make them randomly play on launch. Additionally some quiet chill-out music would be nice.

  • The program a person uses is based firstly on two major factors:

    1) Budget available - free or commercial? How much is there to spend?

    2) Deadline - if tight schedule stick to what you know, instead of learning new software.

    Only then is the style considered. If the style is considered first, it may have to be changed after considering the answers to the two questions above.

    As for the style, there are 3 main aspects to consider (focusing on 2D drawn here, and not 3D prerendered animation sequences or photographed stop motion, however a combination of the two can be used in cutout animation as well) is between frame by frame animation, cut-out animation (tweening) or a blend of both.

    You can go for cutout animation in Flash as well frame by frame, or Photoshop and After Effects combined for example as both together work good for cutout.

    Some folks even go for Flash and After Effects.