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  • I also want this feature. I have events like ten levels deep so it would help a lot.

  • I don't really agree with this suggestion - you can just make a sprite with a 1x1 texture and it uses an utterly negligable amount of memory. A 1024x1024 texture is 1,048,576 pixels, literally over a million times larger. There is no reason at all to concern yourself with such a tiny amount of memory.

    Also, construct is a lot easier than a lot of other tools, but there is no getting around the fact that some learning is required, and making a whole new object just to keep people from having to understand basic stuff like texture sizes would just hold them back as developers.

    In addition, I find it useful at times to make behavioral objects visible sometimes anyway - if someone decided they wanted to do that later, would they have to convert their object back to a sprite? It's just needlessly convoluted when it's almost exactly the same as a sprite.

  • Ah, totally missed that. Thanks,

  • This is a great plugin, thank you for making it. However, it appears that it requires the solid behavior to function - I don't suppose it's possible to make it bounce off an object without that?

  • Update - here's some of what I've been working on.

    Magic bolt

    Ria's basic distance attack. Doesn't use much stamina, so it's useful for a quick shot to stop an enemy. Stronger enemies will need to be hit harder to knock them out of their attacks.

    Ria's explosion spell

    KABLOOEEYY

    3D collisions

    This gif shows how the units collide in 3D despite being a 2D game. They technically collided in 3D in the explosion gif too, but it was pretty inaccurate and I came up with a much improved method - enough so that I should probably redo the gif.

    Other new features this update: There's new arrows while paused showing what the object's movement is, I used some free textures to improve the graphics, there's text at the mouse location showing what a click will do and I shrunk the HP/SP bars because they were blocking the view of the units entirely when they were bunched together. One downside of improving the graphics though is that gifs of the game are way larger. Not that it matters much for those on broadband, but those on mobile can get slammed by them, which is a big part of the reason why I'm keeping the frame rates as low as possible while still conveying the action properly. It's frustrating that there's still no universally accepted successor to the gif. :/

    There's been a lot of other progress too, new abilities, items and enemies. It's still a ways off from being ready for people to play, but it's getting relatively close to being ready for me to make a video of a battle which will make it much clearer how the game mechanics work (if you ignore the lack of a level and other such missing content).

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    They should just sticky this post.

    Good idea.

  • I agree with all of these. I want to make blank events frequently but have to keep switching between methods depending on the situation for the most optimal way to get one. Right-clicking the event above where I want it, adding else then deleting the else is another method I use a lot.

    The mouse wheel scrolling speed setting could work similarly to my request for a setting for the scrolling speed when clicking the scroll bars. Currently it's inconsistent, and requires two clicks in the event editor and 3-4 clicks in the layout editor to scroll most of the screen whereas it's standard in the vast majority of applications that one click does the same, and even C2 itself behaves that way in other areas of the same program like the object properties and the list of instance variables. Having a setting would make it so we could tailor it however we want.

  • In the tutorial partway down it describes how to import a font into the project files which get distributed with the game and how to use it. Isn't that what you're looking for?

  • SketchyLogic - I was going to try getting around that problem by turning off the display scaling for the exe in properties/compatability (right click the exe), but I haven't tried it on another machine yet so I don't know if that setting will carry over when installed on another computer.

  • If it works, there's no reason to switch. As far as I know, you can also embed fonts for offline use: https://www.scirra.com/tutorials/237/ho ... -web-fonts

    The main differences are that spritefonts can be customized to look however you want and are easier to render, but text objects are easier for translating a game into multiple languages.

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Arima

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