York's Forum Posts

  • 13 posts
  • I actually went through and organized everything into layers last night, to achieve what you said in edit 3, heh. Great minds think alike amirite?

  • Very cool.

  • Basically this would unlock all things "under" the mouse when you right click. This would save a ton of time since you wouldn't have to unlock EVERYTHING, just to change one little thing about something, then have to go around locking EVERYTHING again.

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  • All right, thanks for clearing that up.

  • Let's say that I want an area of 128x128 to be a solid color. Would it be more efficient to:

    Make a sprite 128x128 (white, then I would change the overlay of each instance as needed)

    OR

    Make a 2x2 (Basically a small image) as a "Tiled Background" and stretch it out to 128x128?

    OR

    Make a 2x2 "Sprite" and stretch it out?

    Which solution gives the best performance- saving VRAM without sacrificing rendering speed, etc...?

    Just curious.

  • As long as it looks and plays nicely for the player.

  • Heh, well I don't know that you could call it artwork, moreso placeholder really. I just noticed this early on and wanted to solve it quick.

  • Hah, it really is that simple. Thanks!

  • I hate how I came across a solution just now, after I posted this. I'd still like to hear other's solutions though.

    To fix it I just set the position of the sprite to that of the player's main collider (it's alpha = 0 in those pictures) but preceded it with Floor. So basically instead of:

    PlyrBody: Set position to PlyrMainCol.X, PlyrMainCol.Y

    I used:

    PlyrBody: Set position to Floor(PlyrMainCol.X), Floor(PlyrMainCol.Y)

    That solved the issue but I'm curious as to whether there is a better solution.

  • This shows the problem with only one sprite, but others experience the same "blurring."

    These are two screenshots from the same .cap. I ran the layout and took a screenshot, moved the character left/right then took another screenshot.

    <img src="http://img705.imageshack.us/img705/3605/blurc.png">

    Any idea as to what is causing this or how to remedy it?

  • What about LAN play? that's all I'm really worried about myself...

  • Well I fixed the hanging attack animation thing using your method, I just expanded upon it by adding a check for whether Guy is moving or not, and played the moving/standing animation accordingly. As for the jittering bug, there's not a fix or workaround available? Darn, guess I'll just wait till next release.

  • Well I guess I'll start off with my .cap-

    http://www.mediafire.com/?2jcvrvzd9md

    After fiddling for a while, I seem to have fixed one problem, but a new one has arisen, and one still remains. For one, sometimes when "Guy" lands, he get's stuck in the falling animation, and seems to 'jitter' slightly. Secondly, when I press "right control" (the "attack1" key) while moving, Guy plays the animation "movingattack1", which is what I want to happen. But after the animation is done, he stays in the last frame of it until I let go of a movement key. how can I get him to go back to the standard "moving" animation?

    Controls are WASD for movement, and Right Control for attack. Any help is appreciated!

    Also, yes, the animations/sprites in general are pretty low-grade, I just want to get things working first. Then I'll polish those up.

  • 13 posts