Holymonkey's Recent Forum Activity

  • Hi everyone,

    heres a tiny example .cap of the bug in question:

    http://www.holymonkeystudio.com/projects/animbug.zip

    I'm working on a platformer game and have a rectangular object with platform behavior, and then the sprite for the character's animations always set to the same position and angle etc...

    For animations like falling and jumping, its ideal to create and set the animation so it plays the first few frames once, then loops the last few extreem frames.. in construct this is done by setting "loop to" to the number of the frist frame you want it to begin looping at once it reaches the end.

    This works great for jump,... IE: when platform behavior is jumping=set sprites animation to jump.

    HOWEVER, the same set-up and code for fall is broken! It NEVER displays the first few frames.

    I'm also seeing in more complex situations which include "on animation finished: set to another animation... the sprite in my game frequently SKIPS the fists animation entirely and goes right to the second animation as though its falsley detecting that the first animation has finished when it actually has only just been innitiated... has anyone else seen this as well?

    thanks,

    Mike

  • thanks everyone for your input. I also discovered how wonderfully the "modal layout" layout object works for poping up animated menus. I love this feature and how it can be "transparent" and therefore not look like an awkward rectangle.

    By setting it to transparent I was able to create the illusion of animated sprites on screen WHILE the game is slowed down or paused.

  • thanks for the clarification, Ashly. And thanks for the awesome authoring software!

    Unfortunately, does this mean theres no easy way to make a custom menu that pauses the game, but is animated? (without custom coding all movements and therefore not being able to use all the wonderful built-in ones)?

  • but if i set timescale to zero for a total time freeze or a pause menu, multiplying by any number is still zero, no?

  • right... unfortunately this means keeping track of countless "original animation speeds", and lots of coding custom movements for everything.

    I hope it might be possible to somehow "exempt" specified objects form the effects of time-scale. That would rock!

  • Unless they have super-powers I'm unaware of (which is possible with the wonderful program which is construct) event groups wont offer me any help here...

    Another thing I want to do is totally pause time with time-scale set to zero and pop up a custom menu system WITH ANIMATED SPRITES. How can I keep sprites animated while time-scale is set to zero. And Whats the diference between time-scale and time-delta?

    Pardon my ignorance.

    thanks,

    Mike

  • Hi everyone,

    I'm the guy that originally requested a built in slow-motion variable for controlling the time-scale of the application. I'm thrilled with the timedelta control that Ashley implimented.. BUT I still wish there was an easy way to simply designate the time-delta PER object... or at least whether any particular object is effected by the difference in time delta.

    For instance, lets say I want the player to have a power to slow time, so all the game slows down but he does not... and maybe certian other characters do not as well.

    Is there currently an easy way to do this? Will I somehow have to manually controll and keep track of all the speeds of all of the animations(very many in this case), velocities and so forth for every character I want to "protect" from the timescale effect?

    thanks,

    Mike

  • Thanks Aeal,

    I needed to so something slightly different, but it definatly helped. It turns out All I needed was to put quotation marks around my group name and item name.

    PS. I love the easy of use of ini files in text editors, and like the fact that its an external file in this case becuase I'll be encouraging users to make translations into other languages. (simply sawp the few ini files to the ones in your language)

  • Hi everyone,

    I've just begun working on the dialogue system for my game and will be using INI files to store the text for dialogue. I need to display text with the text object from an ini file but am having no luck. Would anyone be kind enough to make a quick example?

    thanks

  • Thank you so much for this awesome extension.

  • That sounds like a great idea Ashley

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  • thanks megatronx,

    I've been doing pixel art and drawing since childhood (now 35) I've been doing it professionally for about 5 years now. Do you mean to say the demo's art and the low-res pixel art on my website have a similar style? If so, yes, thats what I was trying to achieve...hi-res art that "feels" like a high res version of a classic game like wonderboy..

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Holymonkey

Member since 2 May, 2008

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