SullyTheStrange's Forum Posts

  • The biggest problem from what I know is that the user will have to download all of it at once, at the very start of the game. Games around 10MB already take a good 10-20 seconds to download, so 100MB would not be fun to wait for. I believe Ashley said you'll eventually be able to load per-layout, which makes bigger games a lot more feasible...

  • To a limited extent, yes. If you wanted to change the color of something, though, you'd have to have multiple pictures of the same clothing, each with its own color, and switch between them. That's pretty easy to do, but if you have a LOT of options, that's a lot of pictures, which means a long loading time for the users...

    There might be easier ways to do it once shaders are implemented, but I don't know much about that. <img src="smileys/smiley5.gif" border="0" align="middle" />

    Welcome to Construct 2 by the way, glad to have you!

  • This is like a tradition for me. Every time I learn a new program, I always end up closing dialogue boxes and frantically spend a half an hour trying to get them back. Consider it your Construct 2 initiation! <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Yeah, load time is a bit much. There's probably some tricks you could use to cut that down a bit.

    But even so, great game. I love the art and music. I have to admit, I normally don't like this type of game, but it was so well made I had a lot of fun anyway! Awesome work. <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Okie dokie, it's been a while, but I'm finally getting around to finishing the custom controls and I ran into what I HOPE is one final problem. I reproduced it in this small capx:

    dl.dropbox.com/u/19702035/platmptrouble.capx

    It seems that when you try to change an extra control's keycode, it sometimes doesn't work. Here, at the start of layout, Jump is set to Space, Left is set to A, and Right is set to D. If you tap the H key, Jump changes to Shift, Left changes to D, and Right changes to A. It outputs text every time it detects an extra control being pressed, but after you press H and change the assigned keys, it doesn't work correctly anymore. "Left" will output like it should, but "Jump" still uses the old key and "Right" doesn't work no matter what you press.

    I know this is an old plugin and you're probably sick of looking at it, but could you find the time to help me out again? <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I noticed this too, I thought it was just a side effect of my project getting a lot larger. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • No problem. Welcome to Construct 2 by the way! <img src="smileys/smiley4.gif" border="0" align="middle" />

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  • The problem is, to put it simply, your animation system was way too complicated. <img src="smileys/smiley17.gif" border="0" align="middle" /> I reworked it for you to only use a few events. It's much easier to follow now and (unless I'm missing something) works exactly the same in the end. Lemme know if you have any questions about it!

    db.tt/0XpYgDky

    The sound might not work the way you want it to, so feel free to change all that. I didn't pay much attention to the sound.

  • No problem. <img src="smileys/smiley1.gif" border="0" align="middle" /> Don't hesitate to ask if you have any more questions!

  • dl.dropbox.com/u/19702035/bullet.capx

    Here you go! It's a VERY quick example, but it illustrates the principle pretty simply.

  • This is the type of thing variables are extremely useful for! You can set up a variable, either a private one belonging to the player or a global one, to keep track of the missiles. The initial value can be set to 3, or however many you want to have at the start.

    Every time you click the right mouse button, check the value of the variable; if it's greater than zero, meaning you have ammo, fire a missile and subtract one from the variable, but if it's zero, you ran out, so don't do anything.

    If you have trouble implementing that idea, I could whip up a quick example to show you how it works. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • That did the trick! Weird problem, but thanks for the fix. Hopefully the rest of the animations will work in smoothly, but... well, I might be back soon. <img src="smileys/smiley18.gif" border="0" align="middle" />

  • Sooo... I'm having trouble again, <img src="smileys/smiley6.gif" border="0" align="middle" />

    I took a two-week-ish break to do schoolwork (design and make a game in two weeks, yikes), but now I'm getting back into this. I started redoing the whole animation system using your sine walking as a foundation, and got pretty far with it. The problem? The same dang flickering I started this topic for in the first place, at the end of the turning animation. <img src="smileys/smiley5.gif" border="0" align="middle" />

    db.tt/PoGLIOlO

    Mind taking a look?

  • It also has to be made transparent using a program like Paint.NET (or Photoshop or Gimp, if you're that fancy <img src="smileys/smiley17.gif" border="0" align="middle" />), in addition to being saved as a .PNG or a .GIF.

  • No problem! The best place to find all kinds of handy features like that is in the manual right here on the site. For stuff like that angle expression, you'll want to read this page, system expressions:

    scirra.com/manual/126/system-expressions

    Browse around to your heart's content, there's a LOT of great info in there!