Zantium's Forum Posts

  • I second the tablet recommendation, I have two. The Bamboo, though it's an entry level model still outclasses any other brand I've tried.

  • I use photoshop for editing generally, but it's hard to get into.

    For most drawing or when I need more control, I use Painttool SAI a Japanese program but there's an English version these days. Fairly intuitive and much better with a tablet than photoshop. (Not dear either)

    ArtRage is often recommended for beginners to pick up and is also capable.

    Paint.net is free and super easy but more limited.

  • I think you've missed something in the tutorial.

    The way animation works is that it's triggered by some action, generally for platformers you'd be looking at an entry such as "On key down (Right key) play animation "walking"".

    Then the same with a "mirrored" for left movement and a "standing" animation for when the "player is not moving".

    The above isn't quite correct, it's just an outline, so I've added to your capx so you can see what's required;

    dropbox.com/s/wxex3ipip5ekfj7/Myfirstproject.capx

    You'll see the entry for the Right key has a "not mirrored" addition to it, without this, once you've moved left you remain facing left even when moving right.

    You can play with the settings in C2 by disabling individual actions (right click) to see the effects.

  • Aziones

    No problem! That link is just for the "M" version of the drivers (Mobile) so you can just download it directly and it should install fine.

    Ashley

    Does the tool identify the mobile nVidia chipsets and use a different link for them? - just curious.

  • Aziones

    I'd only go to the Sony website if the graphics manufacturer didn't have an update available, this used to be common but not so much these days.

    I suspect you ended up with a non mobile driver which wouldn't install, this address has the correct one;

    geforce.co.uk/drivers/results/62893

    PS If you add in an "@Person" that person gets an alert that you've flagged something for their attention which is helpful for this sort of thing as there's no topic subscription on this forum.

  • That's what I've done in the meantime but the particle system just offers all the controls (except this one) off the bat.

    That's a shame - thanks for letting me know, at least I can stop searching for how to make it work now.

  • I have a couple of particle emitters in my test level shooting out "hazards".

    Upon collision with the player, I'd like to destroy that particular particle. However, when I used the destroy "particle" event on collision it destroys all particles and the emitter.

    I simply can't find how to do this which seems like it should be so simple. What am I missing?

  • Aziones Do you know what graphics card you have and which operating system you're on?

    If you can, go to Device Manager (in the control panel) and click on Display Adapters, it should list at least the card series under there.

  • I haven't actually tried this but looking how I'd go about trying to solve it, I'd give the object a movement behavior, bullet might work.

    Bullet then has event options that allow you to "compare distance traveled" and or "compare speed", set values for those and trigger a destroy action.

    Like I say, I haven't tried this but I think that would work if you set the bullet speed to 0 initially and set it's angle to 90.

    Edit: Just tried it and it works fine!

    You might need to change "compare distance traveled" to get a distance from the floor depending on how you want it to work.

  • Is your sprite continuing to slide when you're not pressing a key and the animation has stopped?

    If so, that sounds to me like you have the player deceleration set quite low (the sliding part) and are perhaps triggering the walk animation using a key_down event where a platform_is_moving would work better (the animation stopping bit).

    Unless I've interpreted your issue completely wrong. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • You're welcome, it's saved me hours already after spending I think around 8 hours hand/wacom drawing and colouring individual frames just for the walking animation.

    I've only exported to .png so far as I was unable to get the animations working using the plugin but I'm fine with that at the moment.

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  • Hi Mike (love Spriter btw)

    As far as I'm aware, the correct way to import sounds is to import it as a .wav file. When you do this, Construct 2 automatically creates the .m4a and .ogg versions.

    I've only added a few sounds so far but it seemed to work fine.

    Edit: I see, Vista can't handle the .m4a conversion. You can probably do this in iTunes for free though? Set iTunes to encode imported songs to AAC and drag a .wav file into it, I've done this in the past to create AAC files.

  • I get this too, I was just checking for a solution.

    The longer C2 has been open, the more likely it is to to this - that's the only pattern I can find.

    Running W7 x64 with r132 64 bit version, though I don't think that matters.

  • BluePhaze I actually downloaded the free version of Spriter last night, it's a great program.

    I haven't looked at actually using it as a plugin yet, just for animating instead of spending the 12 hours I previously did hand drawing all my walking frames. I liked it so much I bought the Pro version today, I don't need it, I just thought they deserved the money. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I just pin my PlayerImage sprite/animations to my Player sprite at the start of the layout as advised in the platformer beginner tutorial/s, that seems to work fine and doesn't need updating each tick.

    The Player sprite is just a basic rectangle for collision impact purposes. You should be able to pin hands to your torso in the same manner though whether you've used a basic rectangle as your Player or gone with one with it's own animations etc.

    Edit: I've re-read your post, sounds like the reasoning for your question is that you just want to keep a standard sized bounding box/collision shape? Using a basic rectangle as the Player as advised would solve this I think without having to pin hands on?