Tokinsom's Recent Forum Activity

  • Always- Set Enemy.X to Enemy.value('X')
            Set Enemy.Y to Enemy.value('Y')
    
    Enemy.X is lower than Player.x - Subtract 0.03 from Enemy.value('X')
    Enemy.X is greater than Player.x - Add 0.03 to Enemy.value('X')
    
    Same goes for Enemy.Y[/code:39ksxogh]
    
    How would I recreate this movement using timedelta? I've applied time delta to it in every way I know how but it just doesn't work right.
  • I'd love to make a level editor. Not only to save on VRAM, but to speed up the level building process, and have friends and fans build their own levels too. Unfortunately, as far as I'm concerned, level editors can get really complicated and time consuming Maybe next time lol.

    Well that's quite reassuring

    I've added a lot to my map and realized it might not take up as much VRAM as I thought, especially when using some of the techniques mentioned here. Shouldn't be too difficult to stay under 100mb now.

    Thanks for all the info everyone.

  • I think what you're trying to do is..

    (Sprite 1) collides with (Sprite 2) - Go to a layout

    Sorry if I'm wrong but I'm having a difficult time understanding your post.. I'm sure if you have a look at the event editor you can figure it out. Otherwise, yeah check out the tutorials.

  • I'd like to STRESS that 2D games in general are NOT made out of a single huge picture, as 3D games are not a single hulking 3D model.

    Please. Research.

    Er. Yeah, but when you've got 200+ tiles, a massive interconnecting world, and a drag and drop level editor, you tend to use other programs to build your areas - then import them as images

  • Ah so it's only to prevent padding..Well damn, I guess I'll have to stick to ROJOhound's VRAM memory management technique. I fear my finished map will easily be over 100mb

  • So I've been reading that instead of importing giant images for a level, you should cut them into small pow 2 size pieces and put them together - to save VRAM.

    Well I used Construct's "Import Tiles" to cut up a giant image into small 256x256 frames, then copy/pasted it and used the "Start Frame" feature to select which pieces to use.

    I thought this would save me a ton of VRAM, but it's exactly the same as importing the whole image as one piece.

    Have I misinterpreted this technique?

  • Can you please fix add/remove attribute? It's an extremely useful feature that hasn't worked for a long time.

  • A lot of people have asked for it. It just gets shot down everytime so I think they quit after a while XD

    But anyway. Yes, I imagine the new input plugin is more than enough for universal gamepad support and configuration. Haven't tried it myself yet, but judging by the examples it's very promising.

  • You could use the sinewave behavior instead, and in the dropdown menu change vertical to opacity.

  • Can't this be done with loops or events that already exist?

  • Hey, Linkman. Is there an equivalent to "force grid area?" That was a very useful feature.

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  • Best plugin ever. EVER. Thanks man!

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Tokinsom

Member since 6 Jun, 2010

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