Yarfapet's Recent Forum Activity

  • Don't use or. It's buggy and can cause crashes.

    Are you talking to me, him, or both of us?

  • You'll need to toss in a "trigger once when true" condition. (System object)

    Each second of game play has around 60 frames of game play (Actual numbers can vary).

    Each frame, your game goes through your whole event list

    This means it checks to to see if your conditions are true around 60 times a second

    If your events don't limit how often they activate, they will rapidly repeat

    In this case: creating a rapidly repeating sound.

    P.s.: You don't have to make a separate condition for both Frames 4 and 10

    You can write

    On animation frame: 4 or 10

  • The problem is that the event for play sound is triggering every single frame that your character is on the ground and walking. To get the right tempo add the following conditions to the event.

    Play only on animation frames that the foot hits the ground (You'l have to figure this out on your own)

    Trigger once while true (System even, place at end)

    or

    Every 400 miliseconds

    (If you want to be quick)

  • Woohoo! 18.8!!!

  • Nice program, but as Krush said, over-priced. I have actually used Crazy Talk 6 before, used it for about 2 weeks, never touched it since. Might try out the demo though.

    Seriously though, a video game with a multi-million dollar budget almost NEVER costs more than $50-60. Yet as soon as you go into apps, suddenly any garage coder can charge out the buttox for some program that obviously didn't cost nearly as much time and money to make...and get away with it.

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  • Thank you. Might I ask if you know what version the .cap was saved in? I've tried 4 different versions or construct which either crash or are too old.

  • I hate digging up an old topic like this. But does anyone still have the .cap for this? Or happen to know the formulas used?

  • No. You might be able to do it with UV distortion, but it's quite a complicated task for something that should be simple. Your other option is a chain of sprites (done with a loop, can be intensive, but relatively simple to set up).

    THANKS!

    UV Distortion works perfectly, and it's easy. And animations and rotations work too. In fact the only problem (So far) is that collisions don't work correctly.

    Both Axis

    http://dl.dropbox.com/u/10316081/tiledsprite.cap

    Horizontal Movement only

    http://dl.dropbox.com/u/10316081/horizontalonly.cap

    (Both Caps made in 0.99.96)

    Edit: Newt beat me to it (And I was the one that asked for help)

  • Is there anyway to get an effect similar to how a tiled object repeats it's texture in a sprite? Like say I wanted to make an animated line that I could lengthen shorten (by repeating itself, not by stretching) easily and be able to move it and tilt it at any angle without it breaking apart. Currently possible without getting too ridiculous with events?

    Found this sucker just a few days ago and though I'd share. Lets you make a sprite sheet out of fonts.

    http://www.lmnopc.com/bitmapfontbuilder/

    Best of all, it you set it to the Nehe Two Font Texture (and cut it properly with Construct's import feature, making sure to mask the background). The first frame all the way to 95 will match perfectly with lucid's bitmap font (Just delete 96 onward). All you'll have to do from there is set the characters spacing to a negative number, and you have a perfectly usable sprite font

  • What about a behavior? Would it be capable?

  • I usually prefer shooting upward since it means I don't have to worry about where I'm shooting AND where I am. Then again, haven't experienced too much of the other. So who knows really,

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Yarfapet

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