U-Corp's Recent Forum Activity

  • Thanks i will test this !

  • Ok thanks, d you have an example .cap to give to me please ?, i will better understand

  • I think there is a big problem in construct that bothers me tremendously in creating video games:

    You want to create an object, say Tutu example. Then we want after 5 seconds to destroy it.

    If you have an object, it works no worries, because the object being the only object of its type, it will be created and then destruction. But if you have the same type of objects in the scene, and you create an object, if you say to destroy the object, it will destroy the object of the same type!

    It should therefore be a very important feature in my opinion: it may affect the setting or take actions on the last object created in the statement block !!!!!

    In addition: If we do an event like this:

    weapon.Value ('dammage') Equal to 3: then => set weapon.Value ('dammage') to 4

    It works! Changes the value of private variable for objects affected by the condition.

    but if we do now:

    weapon.Value ('dammage') Equal to 3:

    Wait 3000 ms

    then => set weapon.Value ('dammage') to 4

    Any Weapon objects, even if they do not meet the condition, go to their private variable dammage affect the value 4.

    These are two big problems that put big stick in the wheels

    As part of my project I create for the fireball attack multiple enemies, I wish I could create fireball every few seconds and can identify each of them separately in order to destroy them after a period Certainties time, yet I have no way to do that.

  • Any ideas ?

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  • Ouch sorry ^^ but first i need that the loop restart, because i must restart the loop for n side : down, up, right, and diag up and diag down i have this systeme : Download the images because they're too large

    <img src="http://img859.imageshack.us/img859/2460/20851892.jpg">

    And the end :

    <img src="http://img853.imageshack.us/img853/8619/63344708.jpg">

    RUNTIME is a private variable just integer

    RUNTIMESIDE : a char side of the animation and you can search the folder with

    RUNTIMEANIMATION : a char, the name of the animation ( run, walk) and you can search the folder with too.

    ImageMax : the maximum of images of the animation, i update this integer when i go to an other RUNTIMEANIMATION.

    But on this code there is no way to restart the loop, but he should must work with the first value

    RUNTIMEANIMATION :=Walk

    and RUNTIMESIDE : =Haut

    and ImageMax :=19

    And FINALLY when i start the game i have an error : "A nested loop was started with the same name as an already running loop rename your loop to a unique name"

  • Thanks ! It was the "Set animation frame to loopindex("frame")" that i hadn't , i understand now, because before , i tryed to load frame whithout saying which frame it was.

    But i have a lot of animation with my character, so in my case, i must do this ? :

    Set animation WalkDiagDown ( for exemple)

    + For "frame" from 1 to 8

    Sprite: Set animation frame to loopindex("frame")

    Sprite: Load animation frame from

    AppPath&"animations/character/Walk-"&loopindex("frame")&".png"

    and the loop stop after 8 ? because i think that you must put a break loop at the end.

  • Excuse me but can you explain the technique to do what you say because I try something and it does not work

    For exemple i don't understand how import at runtime a group of frame, and after call them

  • Yes but to load all images in the layout at first, it must import them into the. cap, but do it greatly increases the ram of the game, and when I save my. cap it takes 3 times longer to save . So it's not a good solution.

    And besides, I like this opportunity to ask is it that tells me the debug construct 100 mb ram, and that in reality I have 250 mb?

  • Everything is in the title ^ ^ I made ??a construct with RPG and I chose to manage the animations of monsters and not with the character animation editor but by folder. Why? Because I noticed that if I put all the images in my. cape, it'll end up putting a half-hour to save and launch the game, the more it reduces considerably the memory ram, but I must load my pictures all the recess milliseconds indicating the way forward.

    Whatever the number of images in folders, I noticed that the game was super slow because of that whenever I add something NPCs loaded images every millisecond and whatever the number of frames of animation Is it possible to reduce this latency? I had to optimize the game myself by saying that the object outside the screen no longer load images, but this is very ugly because there is a difference in playing time, the character works very slowly near the NPCs and suddenly accelerates when the other disappears, it's a bit annoying, there-there not a time management construct that optimizes the game?

  • Sorry ^^ i forgotten to give you the controls 's game : z q s and d to walk and press lest shift to activate the run movement and after there is so little element to do in this game because it's the beginning ^^

    And why 118 mo ? Because the images are loaded in folder not in the .exe and there are many images ^^, and there are music and song .wav too.

  • here is a project not finiched of RPG : Tulanilwe RPG

    <img src="http://img263.imageshack.us/img263/5161/screenbf.jpg">

    You can see videos on my web site http://www.tulanilwe.fr or you can download the latest version of the game on the web site, but it's just the beginning !

  • I think i wil really use INI files but its very bad for beginner to can't save and load easily, i will continue to post in bug tracker the problems , hope that's resolve in the next construct ^^

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U-Corp

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