lildragn's Recent Forum Activity

  • but from what I've noticed, large background images seem to effect the saving/loading/previewing speed the most. I got around this by loading backgrounds at runtime instead of including them in the .cap. It makes it MUCH faster. Doing this reduced the amount of time it took to save, load and preview by about half, maybe more.

    This interests me, care to elaborate or show a thread where the implementation is discussed? Because the idea I have for a game will require large BG images indefinitely.

    ~t

  • That was pretty astute there Pixel, I saw the hicup in animation but never thought that to be the issue. It's these lil things that are noteworthy so you don't spend a day beating yourself up

    ~t

  • Ah cheers! thx

    ~t

  • Hiya, I'm running 99.85 and was trying out fullscreen and received a crash, I had to close Construct. Unfortunately though I can't close the DirectX window, I can still click it and it relaunches in fullscreen, but can't close it. What's the name of this process so I can shut it down?

    thx

    ~t

  • Ok so I added a few more button presses, looks like there's something funky in the logic I was using... time to scrap and start fresh!

    Here's the updated .cap http://www.box.net/shared/1qsrgm9gja

    thx again for the help...

    ~t

  • Sorry I should've mentioned the line that was causing the issue and such. I think I'll basically start a fresh project and test again.

    It's line 21 btw, and I changed playerMsk: Value 'state2' Equal to 0 to (Equal to 1) that seem to work, but my "A" button still believe it's a jump state... anyhoo I'll keep trying, thx for looking at least.

    ~t

  • Another big thing that's keeping the software back is the very quiet community, peeps seem very hesitant to assist new users with questions... I'm having a rough time learning things because I receive little to no replies when asking a question. It's a turn off, but I'm sticking it out because the product is pretty damn good.

  • > Why is the Xbox 360 controller still broke?

    > It was working great 2? 3? builds ago.....

    >

    > also Information button not working?

    >

    What exactly is wrong with the controller plugin? It seems to work fine for me for a twin-stick shooter I'm making. Granted, this is the first time I've used it so I might be missing something obvious.

    I'll be curious to know about this as well, been having some strange issues.

  • A browser plugin would definitely spark interest, not sure about the iPhone thing due to the amount of work and cost for something like that. But mostly we need some finished/published titles.

    ~t

  • Latest build 0.99.85 released (unstable).

    Need some help here cause I'm going nutty! If you look at my .cap below, it appears the the 360 controller defaults to a button press I believe in "A" at runtime, when I was testing out my button presses "A" caused the character to jump even though I set that action to "B". Please have a look and see that State2 is set to 1 at runtime then switches to "0" (default) briefly when the sprite hits the ground, then it sets the State2 variable back to "1". Is this me or the controller? The State2 variable is supposed to be "0" at runtime until I attack which kicks it to "1"

    Thx for any help

    http://www.thecareergamer.com/web/prototype_brawler2.cap

    ~t

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  • As soon as I get my bearings I'll be using my site (sig) to promote Construct as I did Unity. I'm also in the process of creating something to help art minded individuals like myself, understand it from that perspective.

    ~t

  • abhilash2863,

    • open up the characters layout
    • select the lil dude and go to the animation tab
    • right click any angle and click "launch explorer"

    It will export each individual frame for ya.

    ~t

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lildragn

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