Mr Wolf's Recent Forum Activity

  • Actually, I just beat Dawn of Sorrow yesterday. I've been studying how they do things so I went to look at a sprite sheet to see how they do their animations and noticed the seperate sprites and all everything. That's to be expected since it would save a lot of resources (weapon sprite vs player and weapon sprite) and be much easier to deal with.

  • I second that effects idea, people that are used to photoshop and its kin might know them but I sure don't. Especially if people know of combinations with cool looks.

    I use Photoshop (not that I'm an expert) and I still can't figure out all of the effects. You can get an idea from the name but not a clear idea of what it will do/how it will look.

  • I'm working on a leveling system myself. Just wondering, but, where were you going to put your save file anyway? (Unless you don't need one.) Saves have to be locked up tight too.

  • I found this with the search tool. I was wondering how to do this very thing. Did anyone discover a way to do it? Will it be added in a future version maybe? Because right now the lack of this leaves minimap much less useful...

  • It doesn't run for me. This is the first Construct game to crash upon opening... using Windows 7 64-bit.

    You could try running it in Compatability Mode.

  • No offense, but why does the original player sprite never change? The weapon and shield change decently (although the shield animation could look smoother or more natural). You even drew simplistic facial expressions over the sprite's face for your animations... It looks like you took a sprite from somewhere and can't do the art for the animations. I'm not saying you did that, but it looks very unusual. (Edit: I thought they might be placeholder, but just in case...)

    The topmost three blocks which the boulders are resting against to the right are solid from below rather than platforms.

    As for selling the game, don't get too ahead of yourself. Making a game, let alone a series of episodes, is a big project. It isn't wrong to think about selling your game, but ask yourself two things:

    1) Am I getting too concerned with the selling of this game that it is detracting from my work on the project?

    2) Will anyone actually want to buy this? Is it worth buying? What makes it stand out from free Flash games and similar?

    I'd also think deeply about how you want your platform creation to work. Having them spawn right where you are standing might not be the best. I found it awkward to use.

    Finally, you said you wanted to show off the main features, but there isn't much to show in the demo. It would be nice to see how you plan to handle items.

    /Constructive Criticism

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  • > "it is good to note that large images can freeze Construct like when you remove them from animations."

    >

    This is what newer users need a tutorial on. They need optimization tips on how to deal with the fact you cant just pile graphics on.

    And how to achieve the same results in better ways. Like instead of using a giant sprite, use tiles and tiled backgrounds.

  • What I do right now (as a practical, but annoying solution) is have an object. I copy the animation I want to add hitboxes to and paste it on this object. I think Go over the sprite with boxes and trim out what doesn't fit right. Then I set animation speed to 0, and give it the same animation name.

    Then every frame it's position is set to that of the player, it's animation is set to that of the player and it's frame of animation is changed to that of the player.

    Then you modify the original animation and do this ALL OVER AGAIN, but hey, what can you do?

    I'm not sure I follow you. Why modify the original animation?

    I was thinking you'd just do this: Take your sprite animation that you want the hitbox for and copy it to another object. Trim down whatever you don't want to be part of that hitbox (or change it completely for whatever shape you want) and color the hitbox sprite a different color or outline it or something. Of course you'd cut the image down smaller to only where the hitbox is because empty canvas area still takes processing power. Create an image point on the original sprite animation for the hitbox sprite to glue itself to when it is needed. Only spawn the hitbox sprite when you need it then destroy it when the animation is finished (if it isn't supposed to be there always). Also, for example, if you have two kicking attacks, you can still just use one hitbox sprite with two animations if you don't like using lots of sprites. Depending on what you were doing, using one sprite for two attacks would not work well enough, but in that case you might want seperate sprites anyway.

  • I think it would be cool to know more about effects and ways to use them.

    BTW, for optimization, it is good to note that large images can freeze Construct like when you remove them from animations. Then again, removing effects often freezes it too...

  • > There's a better object list in the project bar, and in that one you can have folders..

    >

    Right, but you can't drag stuff out of it onto the layout, or copy from it . At least, not yet.

    With folders in the object list too you could hide (read: not show in the list) whatever part of the layout you weren't working on (eg. wanting to mess with terrain instead of particle effects).

  • Okay, this should be simple, but I cannot figure out how to reopen the Obect List after closing it

    Also, I'm not sure what Show Object Tree does, but all I can see is that it doesn't show anything in the object window and won't let me undo it.

    I searched the forum and the wiki but can't find any documentation of these things.

  • I see what you mean. In that case, it would be nice to have a way to arrange objects in the list so I don't have to scroll through 100+ to find what I want. Folders would be nice. I just really don't like having lots of sprites because I can't keep track of them all in the objects list window.

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Mr Wolf

Member since 31 Jan, 2010

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