wizaerd's Forum Posts

  • Installing a game is no different than installing any other application, and fonts are sometimes included as a dependency. If you're going to "install" a game, then installing a font shouldn't be an issue at all.

  • Does anyone know if this is being looked into? It seems quite few people have this issue, including myself, and it's becoming increasingly frustrating the more I work with C2.

  • I purchased Spriter about a week ago but have yet to use it, it's on the list of things TODO this weekend. Being an avid fan of 2D animation, the keyframe methodology makes perfect sense to me, and I'm quite anxious to give it a try.

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  • On every tick, change the Y value of the object you wish to move?

  • Here's a CAPX with running, idle, and a throwing animation (with even more)... it's was simpler to just upload this instead of trying to explain it... Don't let the name fool you, it went from a turret test to a line of sight test, but still has the animation processing you need.

    CAPX

  • While this is certainly an interesting discussion, the main question has not been answered at all. What are the limitations of C2? Not from an imagination perspective, or even a capability perspective. What are the limitations on number of objects, number of animations in a sprite, number of sprites overall.

    For example, in the resulting javascript code, there are things declared such as:

    var MAX_VERTICES = 8000;                              // equates to 2500 objects being drawn

    var MAX_INDICES = (MAX_VERTICES / 2) * 3; // 6 indices for every 4 vertices

    var MAX_POINTS = 8000;

    These hint at some kind of limitation as it relates to objects/vertices.

    So to rephrase the question: What are the limitations of C2 as an HTML5 game versus a Windows EXE? Or are they the same?

  • This happens to me almost every time I use C2... Especially a several hour long session with lots of F5's to test the game...

  • If I have only have six sprites for my platform images (TopLeft, TopMiddle, TopRight, BottomLeft, BottomMiddle, BottomRight), am I better off using 4 sprite instances (TopLeft, TopRight, BottomLeft, BottomRight) and putting the "middle" pieces into two TiledBackground objects, or leave them all as sprites?

  • I was thinking it's be nice if we could rename frames in an animation. Then be able to select frames by that name instead of the actual frame number. When using a sprite with frames as the level tileset, I'm always having to pop open the sprite to remember which frame I wanted to use as a platform tile, etc... Or perhaps I shouldn't be using sprites for the platform tiles?

  • The best advice is probably to pick a tutorial that makes a full game that you can add your own ideas to. Or grab one of the examples that come with construct and turn it into your own game.

    Decide what piece you want to work on next and search the forums and tutorials for similar solutions. Spend your first days just trying to make all the parts work together. You will learn a little with each part, but don't worry about not knowing everything as long as it's working the way you want. Most of your knowledge will come from debugging research.

    This is excellent advice, and pretty much how I approach all new endeavors.

  • I like this idea, a whole lot.

  • Thanx Dr... I was just coming here to say I had found it.

  • I see in the changelog for r139 (specifically r137:

    display collision polygons in layout view;

    How is this enabled, or where do we set the option to see these in layout view? Is it possible for troubleshooting & debugging to actually see it in the rendered game as well? Obviously I wouldn't leave it on for release, but I'm experiencing some collision issues I'd like to troubleshoot, and seeing the collision mask at runtime would be beneficial. But at the very least, how do I enable it in the layout view?

  • some things you can try

    disable all other animation triggers except the attack one, does it work?

    then check wich animation trigger disables the attack one

    if not, is the animation name correct?

    if something else, provide capx

    Yes, I feel appropriately stupid now. Spelling. Who woulda thunk... I corrected the spelling of the attack animation and it works.

  • You should do this tutorial first. It will help.

    Building a platform game - a beginner's guide

    So the first assumption anyone makes is that I haven't done the tutorials. I have done that tutorial, several times. It doesn't have any provision to initiating an attack animation. It still doesn't allow for the Attack animation to play when I press the number 1 on the keyboard. Which is why I tried re-structuring the events on my own. In fact, here is the same key/event setup as dictated in that tutorial.

    <img src="https://dl.dropboxusercontent.com/u/108572298/Events_3.png" border="0">