Guif0DA's Recent Forum Activity

  • Yea the animation thing i was trying yesterday and I think I found a yet better way.. just add X frame animations, where X is the number of images you want.. so just make sure the animation doesn't run and select what frame u want to show.. from what I tested, this would be the best way.

    but then comes some other problems... each image could have their own behavior and making by this way.. would be something complicate cuz it's all the same sprite... instead of doing sprite per sprite you could define their own behavior for each one but then again... this would take very long time by adding that much sprite..

  • It's possible create a new sprite that wasn't in the game before executing? It's not a new instance of some sprite that already exist but a newly sprite with empty image and everything..

    Another question is how do I use the 'files' resource of Construct? I add files to it but how do I access it?

    Could be possible create a sprite and load the frame from a file resource? Or I would need to use the plugin resource access?

    and finally.. I have a lot of images that I have to add to the game and they could be accessed from the game.. but not sure the best way(less loadings, more fps, etc) to do it..

    first idea was just make a new sprite for every image to a specific layout and then they could be accessed later from another place during the game...but I think so many sprites with complex images already inside the game wouldn't be a good idea.. so the next idea was making just many blank sprites and access each image from a directory of the game when asked.. the problem is... I'm not sure how many blank sprites I would need, the game would always evolve so the ideal was to find some way that with only sprite show diferent images or hability to create new sprites like mentioned at the beginning of the post..

  • I'd suggest a for each object ordered by private variable ascending... send to front.

    If you give each new instance an increasingly higher number(via global pv switch) it will sort to the newest card on top. Descending to do the opposite.

    Then for the specific card do compare variable like pv = what you want, send to front

    Ya I think that would work, ill try it, thanks

  • Hey

    So I'm (trying) doing a system where u have many objects from the same sprite every 15 X it spawn another one.. so at the end it's looks like this:

    <img src="http://2.bp.blogspot.com/_ciy4Wim5AoE/S-NZZj2SB4I/AAAAAAAAABs/xxiZ4Bqf_1o/s1600/Clipart_Casino_card_hand_hearts_266.jpg">

    now there is the problem.. I'm trying to make when you have the mouse over a object, it comes to front from the other ones and when not over the object, back to his previous order but I have no idea how to make it back to the exact previous order.. Tryed also make the object go to another layer when the mouse is over him and when not, go back to the previous layer, but when it comes back, they changes his order in relation to others.

    Any advice or tips?

  • That's really great and now that u said about executemany I remember I already readed about it.. but at least now I know how to use ;D

    so.. as always, thanks Scidave!

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  • Hi

    It's possible to add a global effect that affects every layer/layout in the game??

    If not..that would be a nice option in a future update..

  • Hey ;D

    this time it's more about a curiosity than a question..

    how do I make many Insertions on the database at the same time?

    Right now the method I'm using is this:

    sql1="INSERT"
    cursor.execute(sql1)
    sql2="INSERT"
    cursor.execute(sql2)
    sql...="INSERT"
    cursor.execute(sql...)[/code:1d3cl0fd]
    
    Can I insert everything I want at the sime time, without the need to use execute many times in one code?
  • Yea I have thinked about that but I can't use it cuz some objects from the same family won't be moving around if they are in a specific place..

    also... for what I'm planning, can't move by X axis.. need to move with scroll..

    I'm trying with the scroll X and making some layouts with scroll ratio 0% so they don't move..but that's not a good method anyway... a layer object would be very helpful I think..

  • Hi

    I'm trying to make just 1 layer to move X positions.. In MMF this would be very simple with the layer object... but in construct I think this need to be made with the system object, right?

    What action do that?

    the layout have 3 layers and only 1 need to move... but others also could move too..

  • Thanks dude

  • I've made a simple game to test this... not sure if it really what u was asking..

    example:

    made a sprite (player) and a sprite (ground)

    added behaviour platform to player and added to the ground the atrribute 'platform' at groups in his properties.

    then at the events:

    player is moving = set animation to "default" (his stopped animation)

    =/= player is moving(right click it and select invert condition) = set animation to "walking"

  • I'm trying a simple code to test if I can pick a random obj with python but it always get the same one..

    made 5 sprites and added them to Items family

    made a script like

    Layout start:

    Items.PickRandom()

    Items.SetAngle(30)

    but always get the same object..

    How do I get a random obj?

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Guif0DA

Member since 5 Dec, 2010

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