AshyRaccoon's Recent Forum Activity

  • I'm pretty sure he means Construct itself. Yeah, it always maximizes itself for me too, though my shortcut is set to "normal window". I mean, I don't mind, I always have it maximized, but..

    In fact, if I un-maximize it, move and resize the window, when I open it again it restores to that position/size, but then maximizes itself again automatically.

  • Is "Set channel XAudio2.LastChannel volume to (something)" supposed to work with positioned sounds? I couldn't get it to affect sounds played by autoplay file at position, or autoplay file at object. However, it does work perfectly with the non-positioned "autoplay file".

  • (This concerns Construct 0.99.42.)

    I have this character with platform movement. I am using events to change his animations.

    His jumping animation is 4 frames long, and I make it loop to frame 4. I noticed that if I jump and trigger his attack animation (which is 6 frames long), the attack animation starts from whichever frame the jumping animation was at.

    If jumping was at frame 4, the attack starts at frame 4.

    I must 'Set animation frame to 1' then 'Set animation to "Attack"'.

    I have a cap I can demonstrate this with.

    I am thinking that acted differently in the last stable Construct, but suddenly I can't remember.. Er, oh well, it is still something I am curious about. I am thinking in the last stable version, "Set animation to" would always start an animation from frame 1?

    Unrelated to that, I also noticed if I do this:

    -Character: Set animation to "Some existing animation"

    -Character: Set animation frame to 1

    then it will not actually animate unless I also add

    • Character: Resume animation

    That is, I am finding "set animation frame" is pausing animations. (Though "Set animation to" does make an animation play if I put it after "Set animation frame to".)

    Anyway, I can see some usefulness in the animation actions working this way. Maybe making multiple similar animations, with and without holding items while running and switching between them in the same frame, that sort of thing.

    I just don't think I saw anything about these changes in the changelog.

  • I'm now using:

    Device name: NVIDIA GeForce 9800 GT

    Pixel shader: 3

    Estimated VRAM: 1000 MB

    Motion blur: Yes

    Actually 512MB video RAM.

    (I was temporarily using: Device name: NVIDIA GeForce 8500 GT , Pixel shader: 3, Estimated VRAM: 997 MB, Motion blur: Yes, It's actually 512MB.)

    (Before that: Device name: NVIDIA GeForce 8800 GT, Pixel shader: 3, Estimated VRAM: 997 MB, Motion blur: Yes. Actually 512 MB.)

  • Actually, it seems it is possible to create uncompressed PNG files.

    The two graphics programs I work with, GIMP and IrfanView, have a setting for the compression level when saving a png, with possible values of 0 through 9 (lowest to highest). On 0, what IrfanView says is no compression, a PNG file's size will end up very, very close to the filesize as the identical image in BMP format. I tried it with a few images, and the files ended up within roughly 1000 bytes of each other.

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  • I wonder if the space savings would be that different between a zip (or rar, 7z, etc.), containing a cap which has all the graphics embedded in it, versus a zip containing a cap and all the maximum-compressed png files?

    I am thinking a compressed archive might do a good enough job on the cap with embedded graphics, if they really are not compressed somehow, and would probably do practically nothing on compressed png files. So it might even it out a bit.

    Well, it's just a thought, and might be worth checking.

    (As a not really related aside: For space savings locally, after the compressed archive is extracted, those using NTFS could use compression on the cap or exe, to bring its size down a bit.)

  • Try this for event 4:

    NOT Player: Animation "Animation 2" Is playing

    NOT Player: Animation "Animation 1" is playing

    Player is walking

    action: Set animation to "Animation 1"

    Because, this:

    NOT Player: Animation "Animation 2" Is playing

    Player is walking

    action: Set animation to "Animation 1"

    is going to constantly set the animation to Animation 1, starting from its first frame, no matter whether Animation 1 is playing already or not.

    Basically, you want to check that the animation you intend to play is not playing already.

    At least that's how I understand it, and that is how I am doing it.

    Likewise for your next event, you will probably want:

    NOT Player: Animation "Animation 2" is playing

    NOT Player: Animation "Default" is playing

    NOT Player is walking

    action: Set animation to "Default"

    I think that might be what Mipey meant.

    You may want to do similarly for event 6, On key X pressed, depending on what your animation does.

  • Ah.. hmm.. Does it work if you remove the space in Global ("HT1")?

    That is, instead of

    Global ("HT1")

    make it into

    Global("HT1")

    or even try:

    global("HT1")

  • I'm just this guy. From the USA. 25 years old.

    I finally tried Knytt Stories earlier this month. Then I was thinking about making a level for it, and browsed through the forums for the game.

    I came upon the topic http://nifflas.ni2.se/forum/index.php?&topic=821.0 . Someone had asked about creating games, and one of the moderators mentioned Construct, as well as Game Maker, and Clickteam's programs. If I were a member of the forum there, I might thank him.

    I'm glad I gave Construct a try. I have had some problems with it, quirks or bugs, an occasional crash, but it works most of the time, and is pretty easy to work with.

    I've composed music for years for fun, in tracker formats (such as s3m and it). I have also dabbled in graphics. A little in making sound effects, as well.

    I have messed with game creation programs before, but never made anything serious.

    I started on a game engine of a sort using C/C++, but that was doomed. I was intimidated by properly implementing AI, level loading, and whatnot. Learning the proper ways to do it, finding the right tutorials or explanations. I was too intimidated by it.

    What I have with Construct so far is far more advanced, and much easier to work with.

    Well, other than being unable to turn on or off MOD music channels, but other than that, it's more advanced.

    I've always had fun with old games. NES, SNES, Genesis, and whatnot. I still have some favorite old games. I may not have played them in a long time, but I have fond memories of them.

    So, I have began to make my own platform game. It is coming along all right. I need to just keep working at it, and add more things.

  • Sir, I must say thank you for this tutorial. It has been a huge, huge help to me. Thanks to it (and the existence of Construct itself!), I have a quite good start on something I had been wanting to make.

    The recommendation for those new to Construct to follow the Ghost Shooter tutorial was good to include. It was quite helpful.

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AshyRaccoon

Member since 14 Jul, 2009

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