Hello,
Question: Everything runs fine in Chrome Preview via Construct 2. But when I export and test in chrome on my server some "not all" PNG's are blurry. I have also set PNG compression to none and normal. Same results.
Hello Gamers,
Question, How can I make my turret behaviors only acquire a new target if the target is in line of sight. For example I have two targets same distance from the turret. One is in sight and one is behind a solid. The Turret should not acquire the one behind a solid but it should acquire the one that's in line of sight. How can I accomplish this?
Thank you,
Can you post your solution to help others.
Thanks for the help. got it. problem was, i was changing the value via add/edit rather than just click and edit. lol
Once again, thanks for taking the time to help.
Hello All,
I have seen others ask this question, however I still am lost.
Rather than using -- > Pick nth instance --> number
I want to use a name just like Movieclip Instance Names in flash.
Like this --> Pick nth instance ==> box_1
oprogfrogo. I was surprised how easy this is.
-> Sprite: set X to round(mouse.X/cellsize)*cellsize
-> Sprite: set Y to round(mouse.Y/cellsize)*cellsize
More examples: scirra.com/forum/snap-to-grid_topic47676.html[b][/b][b][/b]
Hello morgandalf, someone correct me if I am wrong. But I think its better to load one image compared to 50+ images. I believe you waste memory loading individual images compared to a sprite sheet. As wel l compress all my PNG's with pnggauntlet.com In flash you can set your stage to "content" just try to get your PNG sequences as small/tight as possible. I would recommend using a sprite sheet if you have lots of frames. If you only have a few I doubt it would be that big of a deal. I also found that its better to make different sprite sheets for each animation rather than putting all of your animations on one PNG. I read if you dont your pre-loader will not behave properly.
ok, so I exported my PNG sequence which are 108x106 pngs into one stacked PNG sprite sheet with (http://spritesheetpacker.codeplex.com/) which is a handy free sprite sheet packer. Things work now.
Hello CS2 People,
I am making animations in Adobe Flash CS6 and exporting to sprite sheets. Everything is going great until I try to import this to Construct 2. I set my Sprite Sheet to Basic however when I add the PNG to CS2 everything is either cropped or pushed off stage. I understand that Flash exports these with JSON for example which has the position of each image. So, I assume CS2 every frame needs to be exactly positioned in a grid. for example if I load a PNG sequence it works. So I just need to figure out how to take my PNG sequence and then line it up perfectly in one PNG and without having to do this by hand lol.
Thanks,
<img src="http://oi40.tinypic.com/16ljigy.jpg" border="0" />
AMAZING! This should be built into CS2 its that great. I now feel comfortable animating like I do in Actionscript TweenMax. I know this was built years ago but this changed my experience with CS2 forever. A++ <img src="smileys/smiley2.gif" border="0" align="middle" /> <img src="smileys/smiley17.gif" border="0" align="middle" /> <img src="smileys/smiley1.gif" border="0" align="middle" />
Hello Ashley. I agree no one uses it. I just have every browser installed for testing. I just checked on my Mac Safari and the cursor behaves properly. So I can just block Windows Safari. BTW, I now have my prototype working on all browsers. Thanks to this forum I have solved many problems and learned a ton with each obstacle. Really enjoying CS2 and the community. Thanks...
Hello :)
Noticed that "Set cursor to None" or sprite doesn't work in Safari. PC.
Anyone else have this problem?
GOOD NEWS! Well, after a few beers and a few hours. I went line for line and variable for variable and I managed to find 2 conflicts. Was some usage of touch and click. After this, I was able to get FireFox to work. However on a Touch PC Tablet Firefox has some performance issues. Where as Chrome doesn't have any. Seems to chug on Firefox, and run fast/smooth on Chrome. So maybe I will still force chrome.
My issue isnt just Pathfinding, seem to run strange or have random glitches across Safari, FF and IE as well not running Blending Modes correctly on some other machines. So far performance is great on Chrome PC & MAC. I may just force the game to be ran in Chrome. Since this is simply a hobby and a outlet to use my illustration. I have no intention of charging so I will force users to use Chrome. Maybe it has something to do with that Chrome is a 32bit browser and FF is a 64bit browser? However, I have a 64bit version of Java installed.
Develop games in your browser. Powerful, performant & highly capable.
ok... Its the Pathfinding. I still had the sprite on stage. That was crashing FF and making a black screen. Really frustrating. Runs perfect in Chrome, but sucks in FF. Oh I am starting to wish I continued to build my game in Flash. <img src="smileys/smiley19.gif" border="0" align="middle" />