zikzak23's Forum Posts

  • 7 posts
  • What's the status on giving people wiki access? If it's not possible, just say so. But to have all these people who want to contribute to the wiki, and Ashley calling for help with the wiki, and no edit access...it's kind of frustrating. One option might be to create threads in the forum where we can create an article, then make suggestions on it, and when it's agreed to be complete, one of the posters with access puts it into the wiki.

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  • Part of the problem is with so many plugins there is a lot of reference documentation to write. We need everyone's help to write it (it's an easy way to contribute to the project if you're not a programmer).

    I would love to help. I've already started on an Animator Bar article. When do I get edit access?

  • That all depends on how you write your tutorial.

    That's true, but with a tutorial, all you know how to do is whatever is described in the tutorial. What if I want to do something there isn't a tutorial or example for? For example, it took me almost a week of wrestling with the Card Game Object before I gave up and asked in the forum, and found out it's not finished. Had there been documentation that said it wasn't finished, that would have saved me a lot of time. I think it's all in how you learn. Personally, the first thing I looked for was a detailed manual on all the features and functions of Construct, and was disappointed to find there isn't one yet. As nice as the tutorials are, I would prefer to know what everything does and what can be done with it. And I don't think sifting through all the threads and comments in the forum is a replacement for that.

  • I disagree completely with the general sentiment in this thread. I don't think the most important documentation is tutorials. While tutorials are great to start with, they are useless if people don't learn the basics. If all you have are tutorials, then users won't know how to make their own games, because they won't understand why the tutorials work. I think the basics on how all the features and functions work, and what you can do with them should be the priority. But that's just me.

  • Waiting for Wiki access, I created a start for the Animator Bar article. I know it needs work - I don't know what the official name for the top and bottom windows are called, and I don't know what most of the Import options do, but it's at least something. If you have ideas or changes, please post them in reply.

    ---

    The Animator bar is used to create and change the appearance and animation of sprites used in Construct. By default, it is accessible on the right-hand side of the main screen as a tab between Project and Resources.

    There are two main windows of the Animator Bar. The top window shows all available animations for the sprite. The bottom window shows the individual frames found within the animation.

    =Animation Window=

    To create a new animation, right-click on the top window and select Add New Animation. The animation is created with a default name of "animation," then a number. To change the name of the animation, select it, then click on the Animation Name in the properties bar.

    By default, the initial Angle for the animation is 0 (Right). To add a new angle, select the animation, right-click on it, and select Add New Angle.

    You can create a sub-animation for the main animation by selecting "Add sub-animation."

    To delete an animation, right-click on it and select Remove.

    =Frame Window=

    In the bottom window, you can edit the frames found within the animation. When you created the sprite, the Picture Editor came up to allow you to import or create the first frame in the first animation. By default, the frames in a new animation start out blank. Double-click on the frame to re-open the Picture Editor and edit the new frame. You can also select one of the previous animations and copy and paste frames into the new animation. You also can import frames by right-clicking and select "import frames."

    The Import Frames options will open an Explorer window that will allow you to select graphics on your hard drive and turn them into frames. You can set the hotspot, flip or mirror the image, and rotate the image 90-degrees.

    In the properties bar, it will give you the option to change the speed at which the frames will be displayed. 1 is normal, 0.5 is twice as fast, etc.

    If you right-click in the frame window, you can add, remove

    =Properties=

    By selecting the Animator Window, the main properties of the animation are displayed.

    Animation Speed: change the speed at which the frames of an animation are displayed. The number represents the number of frames shown per second.

    Loop: Select or deselect to determine if the animation plays in an endless loop or will end after it plays all the frames.

    Repeat #: If you want the animation to repeat, but don't want it to be an endless loop, use this option. The value chooses how often the animation will repeat. The next two options relate to the Repeat option.

    Repeat To: If you want the animation to repeat, but don't want the animation to return to the first frame, select which frame to start over at.

    Ping-pong: If the animation repeats, select this option to make the animation play in reverse on its next repeat.

  • I'd like to give the wiki a shot. I've been working on an entry for the Animator Bar. (zikzak23)

  • I've always wanted to make card games in the Klik games, but it was frickin' hard. When I first tried Construct, I was most excited about the Card Game Object, since it seemed that would simplify things. But I'm stumped on how to use it. Some questions:

    I'm assuming it doesn't come equipped with playing card graphics (if so, darned if I know how to load them). So if I create a set of card graphics, how do I connect them to the Card Game Object? I noticed the expressions "if card is black," "if card is diamond," etc. I'm assuming that means the Card Game Object has an in-system set of values that represent virtual cards like "red heart," "black diamond," etc. So would I create an expression like "if card is black + if card is heart" -> display 'black heart' graphic?" What about numerical values? How would I determine if a dealt card is the three of hearts vs a two of hearts, for example? Or does the Card Game object not represent the numbers on the cards and just represents face cards? Are the numbers something I would have to calculate separately with random numbers, etc.? If so, I'm confused, because the description mentions "hand rating," so I'm not sure how the Card Game Object simplifies that.

  • 7 posts