thomasmahler's Recent Forum Activity

  • 16) Being able to assign more than one instance / texture in the particle object would be great. I'm currently working on some falling leafs and it'd be cool if I could just use one particle object, but 2-3 different leafs, would make the whole scene more efficient.

  • Love the tuts, keep going

  • 10) That's a weird one: I created a textfield and while the text looks good in the layout editor, it looks awful at runtime. It has jaggies all over and is just not the same thing I get in the layout editor or in Photoshop, for that matter.

    Sampling is set to linear, text rendering is set to antialiased. ClearType looks even more horrible.

    Any way to fix this?

  • I'll never understand the thrill behind it. You don't get any money out of it, you don't learn anything worthwhile, you can't make a living out of it and you can get your ass ripped apart in court if you're getting caught.

    If there'd be any practical reason to spend your time with hacking and writing a virus, I'd understand it, but there's no reward at all. Except that it probably turns you into an asshole. But anyway.

  • Very good points you made, they'd definitely streamline the user experience quite a bit.

  • Just wondering - is the camera object a plugin or something? I don't have any camera object in my object list. Only thing that comes close to a camera is that webcam thingy.

  • 15) Onion Skinning in the Picture Editor. That'd really help tweaking the animation placing.

  • Also, a 'document rotation' would be nice on top - which would be the same as layer rotation, but globally, for all layers.

    That way, we could make some pretty awesome rotation effects for visual and gameplay reasons.

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  • As for importing mirrored images, just import all of your frames for one direction, select all the frames, copy them, paste them in the other direction, and flip them all in the image editor.

    First of all, thanks for all the advice

    I still think that the mirroring should be put directly into the RMB menu for selected frames. Having to go through the picture editor for each and every frame is really time-consuming. If I could just select the frames, RMB - Flip Frames in X, it'd be a one-step task compared to a potentially 20-30 steps task.

    Also, it'd be neat if we could just copy the hotspot from the previous frame or copy from the next frame.

  • Ah, thanks, I didn't know about that condition!

  • Nah, that was also my first thought, but that's not it. Still haven't figured it out, but I'll post the solution once I will.

    Anyway, here's another one:

    9) I added an 'attack' control and have my 'animation' event sheet pretty much set-up like you did in the platforming school thingy.

    What I want to achieve is this: If the player presses 'Attack' once the 'Attacking' Animation will be played once. And after the attacking animation has been played once, the character will be back at 'Standing'.

    Now, my attack event is:

    On "Attack" pressed - Player: Set "IsAttacking' to 1 (private variable for the player)

    Value "IsAttacking" equal to 1 - Player: Set animation to "Attacking"

    Now, what I don't get is how to tell Construct that it should only play the animation ONCE and then return to the "Standing" stance. If I press the Attack key now, the "Attacking" animation will loop with no end.

    So what I tried was this:

    (Inverted) On "Attack" pressed - Player: Set "IsAttacking' to 0

    Value "IsAttacking" equal to 0 - Player: Set animation to "Standing"

    That results in the sprite flashing for a tick and nothing else happening. So my guess is that the "press key" only works for a single tick and so does the inverted version - so it tries to start the animation for a tick and immediately sets it back to 0.

    But I don't see how I'd set it otherwise. Help!

  • Alright, next problem. I quickly recorded a video to demonstrate it:

    http://thomasmahler.com/files/construct ... bar_01.avi

    Basically, I created a progress bar that shall act like a healthbar later on. So if you attack an enemy, it shows you how much energy the enemy still has left.

    I want the healthbar to always follow the Mushroom sprite, but it acts weird when the screen starts to scroll.

    My event was:

    Always - healthFieldMushroom: Set X to Mushroom.X

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thomasmahler

Member since 28 Jan, 2009

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