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  • Leaving space in your animation frame canvas will indeed take up more space than if you trim the frames. In runtime it's going to be counted as the nearest power of 2 when it's placed in vram. I'm not sure how much of a difference there is between frames with content and completely transparent frames of the same size, though. However, as long as you're not doing anything insane, like a 989x750 canvas for a 125x80 sprite, the difference should be negligible.

    But, here's the neat thing. You can work with the frames in any size you like. But when you're done, trim them. What's important is the origin point, and that information is kept when you do the trim. So there really is no need to have large spaces in your frames, but having them is not something that's going to have too much of an impact.

  • <img src="http://fc02.deviantart.net/fs71/f/2012/298/9/c/recimir_by_luzeke-d5iwcxv.png" border="0" />

  • Several ways:

    * Right-click on the event that will be your top event and choose "Add sub-event" or "Add blank sub-event" from the Add rollout menu.

    * While your top event is highlighted, use the keyboard shortcuts (B) for a blank event, (S) for a regular sub event.

    * If you have an already existing event you want to make into a sub-event, highlight it then drag it under the other event. You should see a black line with an arrow pointing inward, under the event.

  • Not sure how missed this until now, but sweet!

    Great to see Magicam make its way to C2.

  • fadvance Nice stuff. Really like that fourth pic.

  • I exchanged the mouse clicks with simply pressing space, the problem persists.

    Edit: Also tried with an actual button. Same thing.

    Not sure what the issue is, but there is an issue. That much is clear.

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  • I'd suggest posting this to the bugs section, this looks like it could be an actual bug. I see no reason why the way you wanted to do it wouldn't work.

    I messed around with it. Seems I can get it to respond to the click when the variable is equal to 0, but not otherwise.

    Edit: I tried it with a boolean, and while it works with toggling the boolean, the problem seems to be precent when setting the boolean manually (makes sense since all the boolean is is a variable with only 0 and 1).

    I would want to check ramones capx to see what he did, but it's not available it seems.

  • You still need to place it in a separate layer with 0,0 parallax

    Manual Excerpt:

    "Objects using the Anchor behavior should also be played on a layer with its parallax set to 0, 0. Otherwise as the game scrolls the objects may "lag" behind the screen."

    https://www.scirra.com/manual/88/anchor

  • To make your gui "follow" the screen, place your control pad sprites on a separate layer and set the layers parallax to 0,0.

  • I've also done a bit of 3D, though I'm not very good at it.

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/3d_gunslinger_lion.jpg" border="0" />

    I'm not happy at all with the hands on that model. Modeling hands is a pain.

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/3d_environment.jpg" border="0" />

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/D_taur1.jpg" border="0" />

    This one is unfinished because we scrapped that part pf the project before I finished it.

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/brute_redux.gif" border="0" />Left one is mine, right one is an actual Megaman boss which I used for size reference.

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/wrastler.jpg" border="0" />

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/recimir.jpg" border="0" />

    <img src="http://i79.photobucket.com/albums/j135/mr_norris/recimir_mk2_3_flats.jpg" border="0" />

  • Properties bar, set looping to yes.

    scirra.com/manual/48/image-and-animations-editor

  • One thing you have to get used to with C2 is that when you preview a game it's stored in the browser's cache. Most of the time it works properly, but every now and then you'll either have to clear the cache, close the preview window and run again, or hard reset the page so that the browser runs the updated version of your project, instead of the cached one.

    If you're using the 8 Way behaviour (you haven't specified how you're doing things so I'm guessing) then you can disable rotating by changing the "Set Angle" setting in the sprite's properties.

    For what you want to do with movement you could either leave the 8 Way behaviour setting "Default Controls" on yes or disable it and do the movement via events.

    + Down Arrow is down

    - Set animation "yourAnimation"

    - Simulate Control: Down (if you set "Default Controls" to no)

    + Else

    - Set animation "someOtherAnimation"

    To make the character stop without as much slide, simply increase "decceleration" until the character stops the way you want it to.

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