wizaerd's Forum Posts

  • It does if you tell it to. When you detect the change in direction, set Mirrored or Not Mirrored on your sprite.

  • I've noticed this happens if you rescale the sprite...

  • The plugin you're using is Time Manager, which prevents me from opening it as well. Perhaps take a screenshot of the section of the event sheet you're dealing with?

  • All The other game dev programs stink

    Actually, no they don't. They are all very capable if you learn how to use them. They may be more complicated, or challenging to use them, but they are all capable of creating top notch proffessional games, and because of their complexity and comprehensiveness most are capable of things C2 can't even dream of. C2 is easy to use, but less comprehensive than some of the others. That doesn't mean they stink, just that you don't have the patience nor the inclination to use them and like C2 better. But just because you like it better doesn't necessarily make it a better system.

  • Look at it like this, you have created a tile strip with 44 tiles in it. You import it, then trim it, then have to manualy go into each tile to set the collision polygon to match only the visible pixels of the sprite not the trimmed transparent pixels added on all side.

    Then in your graphic tool of choice, you create different color variations of that same tile strip. You import the various colored versions of the tile strip. You then have to go through each one manually adjust the collision polygons on each frame (44 frames for each tile set) multiply that by about 10 sets of tiles and you can see that it gets pretty tedious...

    So being able to either A. Have it stick the collision rectangle to the visible pixels as an option, or B. be able to copy the collision polygons from one animation to another (especially if they have a 1 to 1 match up of collision polygons between the frames. For example if visible pixels in frame 1 of SPrite A match the shape of the visible pixels of frame 1 of Sprite B's animation then copy the collision polygon between them.

    Thanks...

    Unless I'm completely not understanding what you're writing here, you can already do this. Import all your sprites, as many animations as you want, then go into any frame on any animation and modify the collision. Then right click and apply to all animations. This will copy the collision shape to all frames of all animations.

  • With the collision displayed in the sprite editor, you can right click and apply it across the whole animation or all animations.

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  • Create a restful service in C#, perhaps even a selfhosted WebAPI application (removes the dependency on IIS) that feeds data back and forth via JSON, and wrap your DLL method calls into the appropriate web api calls, which would then get called via the AJAX plugin. Seems rather straight forward actually...

  • Well since I cannot play the music in my level without this error, and since there's obviously nothing I can about it, I guess my only option is to either don't include music (poor option), don't worry about the error (bad practice) or move onto a game editor/studio that doesn;t have this problem.

  • Am I the only one with this issue?

  • On the start of my layout, I am loading and playing an audio file, and have it set to loop.

    Layout Start

    However, it doesn't loop. At the end of the song it just stops. If the layour restarts, I get the following error

    Audio Error

    Anyone have any advice on how to overcome this? I get the error in Chrome, if it matters.

  • These are not pre-existant conditions. When you create your floor objects, create an instanve variable that defines the type of floor it is (flat or angled). Then in your consition, look at that instance variable to determine the type of floor.

  • I don't see why it wouldn't, except that based on the complexity of the "cutscene", and the length of the animation in "actors" could cause performance issues. I don't know this for a fact, but it'd be my guess.

  • In the event, where you increase the score, set a variable to the modulus of your score against 100. In a subevent, if the variable you set above is 0, then increase the XP.

  • fawdda

    1 - Add a cooldown to your fire action. Something like :

    Var Cooldown = 0;

    On fire event (if Cooldown <= 0) Fire bullet; Set Cooldown to 2;

    Every tick (if cooldown > 0) substract dt (delta time) from cooldown.

    2 - You can create a sprite behind your bullet at every tick. And destroy this sprite after few secs.

    I'm curious about this approach versus using a timer. It basically does the same thing (I beleive), doesn't it? I have an InstanceVar on the player, canShoot set to true. Then when the player shoots, the instancevar gets set to false, and I set a unique timer. When the timer event fires, I set the instancevar back to true. I know the dt is the real time in seconds, whereas the timer would be affected by the fps the game was currently ruuning at. Is this correct? Is the approach you outline here more efficient and optimized than a timer approach that I'm currently using?

  • divaweb - I've actually look experimenting with the betas. I recently discovered C2 will install & run on a flash drive, so I download the beta, backup my project, then try it in the beta. If nothing breaks immediately, I keep using it until something either does break, or a new version is released. It's been fairly successful thus far.