NugMan's Recent Forum Activity

  • So you opened new construct, saved new app, then alt-tabbed to first construct and save is working? Cant understand, its my bad english. I have this error a couple of times.

  • > Copy-Paste sprite to new app

    >

    Don't copy/paste between .caps. It's an unfinished feature and can seriously mess up your .cap.

    Ok then give me any solution when you cap just wont work, for ex. any deleting or clicking preview always crashes program? And when you cant save your file cause you get verifying error? This unfinished feature is the only way in some cases. Btw using last 99.95

  • Check a couple of tutorials provided on site, and all will be just a little easier to understand.

  • I also had issues with OR. For ex.

    If x greater or equal 1

    or

    if x lower or equal -1

    It could work or not, it's really unstable. And when you have too much OR in one event. Later I've decided to change it on structure:

    if xxx - then do xxx

    else if xxy - do xxy

    else if xyx - do xyx

    else if...

    and so on.

  • Create angles for each direction in the animation (at least for one half, and check "mirror").

  • I'm trying to write dungeon generator based on bsp tree (http://roguebasin.roguelikedevelopment.org/index.php?title=Basic_BSP_Dungeon_generation) but to partition into 4 parts each step (1 horiz and 1 vert line, total 4 rooms).

    I'm defining a point in which i'll cut layout into 4 segments by horizontal and vertical cut.

    Then each cutted Layout piece will be cutted again, into 4 segments and so on until i'll get small roms. Cant get it work. Maybe anyone can provide me an example of BSP tree-based generator or something?

    I'm working on roguelike without diagonal movement (for netbooks or notebooks without numpad as mine vaio notebook). So i need this generator, cause it has straight corridors and square rooms - ideal for 4-ways moving.

    Someone... anyone?

  • Copy-Paste sprite to new app, see what happens, maybe just a bug, i have my current project resources copy-pasting into a new app every 2-3 days cause of errors)

  • I needed to copy the MouseKeyboard object over to each layout I wanted to use it in

    Just make it global in common properties

  • Maybe im not answering on your question, anyway, here's couple of thoughts:

    Is it normal that if i pressed jump only for a moment, and before i am again on the ground my speed is 150,200 again, right in the air?

    And for animation of running - in classic Mario games your animation speed start growing up as you gaining speed, and in your case to get animation run i need to hold shift at least for 2 seconds?

    If your animation of walking and jumping is the same, only anim.speed is vary, why dont you use only walk animation, with condition like "animspeed=mario speed/100(or 200,300, any other)"?

  • this?

    Always: set Sprite.XY=Sprite2.XY

    but it means that one sprite would be over another.

    if you mean follow like one character to another, then i think you could write 1st sprite positions to variables or array. Or 1st sprite can spawn objects then 2nd sprite would follow by this path.

    To have limited count of similar sprites you can use

    1 "if sprite.count greater or equal to XX then stop, else spawn more"

    2 "if sprite.count greater than XX then destroy one (by random or by some pick)"

  • I have nor ticks skip in my cap, neither i'm encountering alpha-problems (at the moment using PNG24 (GIF also will do) instead of indexed and bad supported PNG8). I have character with 4 animations 4 frames each.

    But, I'm working with pixel art, so every single frame is 48x48 px. 96x48 in some places.

    Here's how i do it in the game i'm working on now (just for proof of concept)

    <img src="http://img696.imageshack.us/img696/6409/93142230.jpg">

    There are 3 loops, by anim name, angle and frame. "Character" is a family of objects.

    And here are the functions for converting anim number to name

    <img src="http://img404.imageshack.us/img404/642/67749299.jpg">

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  • OMG!

    It's all about bad "png" support (). I've "danced with tambourine" around "gif" and problem was solved!!!

    Added:

    Further research showed that the problem is in the PNG8 (that contains 256 color table so it has lesser size than any gif, bmp or so), cause PNG24 works fine.

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NugMan

Member since 30 Sep, 2010

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