LittleStain's Recent Forum Activity

  • Yes, but the question is how would you like to detect it and what would you like to detect?

    you could just use

    Sprite compare x and sprite compare y

  • If you choose to keep doing the dialogue in this manner (which I'm not sure is the greatest way for it) I guess the solution would be to remove the entry after using it, or setting it to 0 in the array. And set the text to the random array value if the array value is not 0 and else repeat the set text to random untill an array value is found that isn't 0.

  • When clients demand things that cant be created in the way they like it you should show them alternatives that do work.

    Probably you could make the game run better by optimizeng the images without the client even noticing the images aren't 1080p. The game will be 1080p and all effects will happen at 1080p, but there's no need for every single sprite to be 1080p.

    (btw: you are talking about a client, so I guess you have either a personal or business license? I ask because I thought owners of a license had the medal on their avatar)

  • I haven't seen your pictures, but I cant help but wonder why they have to be this big.

    I can imagine big parts of the sprite during the page turning animations stay the same. So probably it would be possible to optimize those.

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  • For each enemy

    system compare two values: distance(player.x,player.y,enemy.x,enemy.y) < 100

    • enemy shoot
  • 15 x 1920 x 1080 x 4 = 124416000 bytes = 124416 kilobytes = 124.4 Megabytes

    and that is if they aren't transfered to a 2x2 ratio in which case it would be:

    15 x 2048 x 2048 x 4 = 251.7 Megabytes

    It might be a bit much loading them all at the same time.

    Try putting them in a layout that isn't loaded in it's entirety or find a way to reduce the image size, would be my advice.

  • Usually "sticking" comes from slightly deviated collision polygons.

    Are you using a sprite with the platform behaviour and square colission polygon and pinning your animated sprite on top?

    Does the collision polygon of the wall have a vertical lines or are they just off so the character can land on it?

  • You don't have to pin the sprite every tick.

    on start of layout - sprite: pin to wreckingball

    should be enough.

  • If I were to make it I would create the animation in Photoshop at game size, than size it down to like 62x62 import it in C2 and scale it up to game size.

  • Example:

    This

    is done by these events:

    <img src="https://dl.dropboxusercontent.com/u/48563442/bulletshapes.jpg" border="0">

  • I had to use google to find out what you mean, for I had no idea.

    It seems like the bullets are spawned in mathemetical ways. So you'd first have to know the formulas you'd want to use.

    creating a swirl would be done by creating bullets at around the player flying outwards at certain intervals and changing the angles.

  • You need to know what conditions should be true before going to the next level.

    I would choose to create a "next"-button when those conditions are true and on "next"-button clicked/touched goto next layout.

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LittleStain

Member since 26 Apr, 2011

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